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Submitted By: Soul Crusher Watch Now: Clash Royale Season 12: The Prince's Dream (New Card: Skeleton Dragons!)
submitted by /u/ClashyYT [link] [comments] View the full article
This meta is awesome! So this time around, I wanted to focus on some quality of life changes and reworks and a single potentially dangerous rework. I will use bold italic to underline the important points, but if you want the details of why I changed cards the way I did, you should still read the whole thing. Or hit me with a comment if you want to discuss further, I usually respond. Data from Royaleapi over a relevant period of time. With this said, here are my proposals. Reworks Freeze: Cost reduced to 3 elixir Duration -25% (4sec-->3sec), Radius -0.5 (3-->2.5) Artwork changed to a small bottle (like in Clash of Clans) Usage 1-3%, Win 30-50% Freeze is a very old card in the game. Initially it had a huge radius, a long duration, and no damage. As the game evolved, it became clear that these stalling strategies are not desired. Currently, Freeze's duration and area at max level are a little more than half of what they used to be in the first days of clash, but I still think it has to go down more before it becomes a honorable part of the spells family. This rework is aimed at reducing Freeze's power while also increasing the counterplay. You will be able to more easily space your units out of Freeze's area since its radius will only be the size of Zap. I have been thinking about this idea for a few months, but what sold me on it was the idea of changing the card profile artwork for another nice Clash of Clans consistency. Ice Golem: Damage -45% (70-->38), Death Damage +10% (70-->77) Usage 10-20%, Win 45-55% Ice Golem has the most awful underleveled interaction: it is unable to kill skeletons and bats one level higher. Unlike other such interactions, Ice Golem only dies once and the leftover bats and skeletons need to be fully dealt with. This rework aims to make it so underleveled Ice Golems no longer suffer from this. Ice Golem is a fairly high-skill card that most of the skilled mid-ladder players avoid because of this interaction (5k ladder only uses Ice Golem 7% of the time, compared to top ladder's 26%). With this change, Ice Golem would be an option for more skilled, but underlevelled players, without really buffing or nerfing it or changing its interactions significantly in tournament & max play. Furnace: Lifetime -40% (50sec-->30sec), Spawn time -27% (10sec-->7.5sec), Spawns two fire spirits on death Usage 0%, Win sub-30% Originally, I wanted to buff Fire Spirits in this wishlist, but I held off of them to bring Furnace to the spawners' new design. I made some other changes to Furnace too, here are my thoughts: * Total fire spirits are still 12. * For only 4 elixir, Furnace provides 50sec of stalling. I don't think mid-cost buildings should stay on the arena for that long, so I rebalanced the whole effectiveness of Furnace. This 40% change is not necessarily a nerf since direct damage becomes less effective. * The opponent will have more counterplay options, like placing a unit to counter more waves than before (i.e. The Log now counters two waves). After Furnace settles, we can take a look at how it performs and decide on a buff to Fire Spirits that doesn't result in an overpowered spawner again. Zappies: First attack speed reduced to 0.5sec, Now charge like Sparky Usage 0%, Win sub-30% It just makes so much sense. Zappies have three coils and a hit time exactly half that of Sparky. This change will allow them all to retain their charge instead of randomly turning off and going in sync whenever a target dies. However, stuns now reset them. Zap will be able to sync their attacks up and minimize the stunning. Also, Zappies will start off uncharged and need to load for a full 2sec before they can attack despite their faster first attack speed. Nerfs Bomb Tower: Lifetime -14% (35sec-->30sec) Usage 15-23%, Win 51-55% Bomb Tower is used a lot despite Earthquake blasting the meta recently. It is certainly on the strong side. Nerfing its lifetime to the rather standard 30sec would bring it to a healthier place. This nerf is smaller than it looks since only a fraction of the damage bomb tower receives is from its lifetime and the death bomb, not so related to lifetime, also often brings value. This should net to about a 5% nerf. Graveyard: Skeleton deploy time reduced (0.4sec-->0.5sec) Usage 10-15%, Win 51-56% So you know how when Graveyard spawns a skeleton, it has this little animation where it doesn't move but is vulnerable, right? This animation lasts 0.4 seconds and I am changing it to 0.5 seconds. Graveyard has been deemed way too strong for a while but I don't think it needs a major nerf, so I changed this little thing. The game has a lot of deploy times set at 0.5sec, like Barbarrel's barbarian and Gobcage's brawler, so Graveyard's skeleton spawns will now join those. Other nerfs you might ask me about: Skeleton Barrel: Originally had very high stats and pros would rate it S tier. Now it shows to be just average. Goblin Cage, Earthquake & Royal Delivery: Way too early to react, they might just turn out like Skeleton Barrel. For example, Delivery jumped up from 7% to 20% usage in GC all of a sudden, days after the changes. I make these posts after the first week of the seasons, while the balances are usually set in stone around the 3rd week. Due process is important and shows if action needs to be taken. If Goblin Cage remains so strong in 2 weeks, I would revert the last buff. For Royal Delivery, I would reduce the area of effect. For Earthquake, I would reduce troop & building damage by 5%. Bats & Miner: For the time being, I'm relying on the fact the main Miner Bats deck has Bomb Tower in it, which I nerfed. Bats are more complicated because they are also a unit in Night Witch, but they have been strong for long and might need to be resolved sometime soon. Musketeer: Would've gone for it if it did not affect Three Musketeers. I don't have any great ideas for 3M and I don't think Seth has been doing a good job at handling them either. Royal Hogs, Heal Spirit: These two are very related to the more questionable Earthquake. Wizard: Not gonna repost the 4-elixir idea if the Clash team has considered it and I haven't come up with any designs better than my old ones. Idea posts are supposed to give devs new ideas and change the game, not beat a dead horse. Valkyrie, Mega Knight, Hog Rider: I haven't come up with any good ways to make these three more bearable in mid-ladder while retaining their balanced status in the meta. Tweaks Witch buff: First attack faster (0.7sec-->0.5sec) Usage 1%, Win sub-30% Witch is one of the 3 troops that has such a combination of first attack, hit speed, and projectile speed, that she can launch a projectile before the last one lands. This majorly disrupts her hit speed when she changes targets. I am looking into getting rid of this mechanic for troops entirely. The other two troops with it (Rascal girls and Dart Goblin) are pretty balanced so I left them for later. With Witch being VERY weak, I am giving her this small buff. Her attacks can be delayed by up to about 0.15sec. After buffing her first attack speed by 0.2sec, this will no longer happen. If any of you are confused what this means, it means that Witch has the same thing as Magic Archer two years ago where he would load his shots very slowly against things like Graveyard. It's only a little less extreme. I changed her so this no longer happens. Bandit & Fisherman: Stuns no longer reset their special attack cooldown Bandit: Dash cooldown increased by 0.1sec (0.8sec-->0.9sec) Definitive buff to Fisherman and a re-balance to Bandit. When Mega Knight was released, I found it confusing that Bandit's dash cooldown could be reset by a stun while his jump cooldown could not. Of course, those are different mechanics, but with the shortness of their durations, I don't think stuns have much of a reason to interact with them. Mortar, Firecracker & Hunter change: No longer fire at targets that already died These seem like the only three cards in the game that can fire at "nothing". They do this because their homing attack is pre-determined a split second in advance. You have probably not seen it, but it's possible that you freeze them during this stage, then they would fire at something that died seconds ago. While it looks funny, I think this mechanic needs to be removed as it often affects gameplay while clearly being confusing. This will also fix the rare instances where these cards take too long to initiate an attack. Electro Wizard & Zappies: Inconsistencies fixed The stun effect gets postponned by a frame, meaning that two Electro Wizards or Zappies facing each other will now attack simultaneously and that there will no longer be 1v1 interactions where the stun sometimes preceeds an attack and sometimes does not. submitted by /u/Mew_Pur_Pur [link] [comments]View the full article
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