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Found 14 results

  1. submitted by /u/JustQuinn123 [link] [comments] View the full article
  2. submitted by /u/ta_tt [link] [comments] View the full article
  3. submitted by /u/Yawang04 [link] [comments] View the full article
  4. submitted by /u/Inferno2332 [link] [comments] View the full article
  5. What is Balancing? [In Clash Royale] It is when modifying Factors [Listed Below] of Cards to have a steady place in CR's world and a healthy winerate % AND [what devs also believe] a healthy usage % . How do we measure balance-ness? What most people and Clash Royale developers use is the Win percentage of cards, but what is not realized, a win percentage can be also based on the meta, a players who use it, and the skill required to win, which are a significant factors. other external factors such as the card being new [were players don't know how to deal with it] can affect the win rate. Factors and Dimensions to take of Consideration when balancing: Card Statistics: Hit damage value, Fire rate, Health value, Range of attack, Number of units, Radius [AoE], Splash attack or Direct, Projectile Speed or Cast Speed. Travel speed and more. [Easy to Change] Elixer Cost: 1-10, Things to note, the card must give more value to elixer the higher elixer it costs. as the lower the lower elixer cards give more values because :they can counter specific combos or indivisual cards for positive trades much more than a high elixir cost card. there is where skill also affect. [Hard to Change] Counters and Interactions (or Versatility): The more Versatility ,positive elixer interactions and counter the card provide, the more higher value (balance wise] the card provides. Cards types, a defensive card should not be compared to a spell or a win condition for example, tower attacking cards should be balanced to other tower targeting cards, same with spell. while taking the considerations of value provided to elixer. Crowd Control, CR devs dont change this too much as not many cards have a Crowd Control effect. Air and ground or ground, if a card can hit both air and ground, this gives it a higher value, therefore air targeting units, should have weaker balance value totals to ground targeting units. Flying units , have an advantage as less cards can target it, that means that air units should have less health (usually) than ground units. Damage to towers [spells only], most spells do 33% of damage to towers. [There are many more i can not recall] Why it's hard to balance cards in Clash Royale or any game? You can see from above, There are so many factors to take consideration of to balance, the advantage of having so many factors, is the uniqueness and versatility you can make and change cards to be. the disadvantage, its almost impossible to measure and be accurate to balance. And humans have to use their minds and experience to determine if a card is balanced. The more advanced the game design is, the significantly more harder it is to balance, specially in strategic games, which rely on mathematical values and strategic games have more dimensions and factors to anon strategic game. Unlike most games, clash royale has almost a 100 cards to balance which means that each card has to give the same value to elixer while everything above. ​ Note: What you believe is balanced is no where near balanced, instead imagine a value, 1 being balanced (target), every card. eg, if we use fireball as balanced and it values at 1, baby dragon is a little op card, and the balance value could be (made up) 1.24615345412341526841269451246512. every change to any of the factors above, will change that value, and getting it as close to 1, is the challenge the clash royale developers are trying to achieve. so please nice to CR Devs because the balancing team is having no easy job. ​ A way to create an accurate balance is if the Balance team creates a mathematical equation, listing all the factors above. lol submitted by /u/IM_User [link] [comments]View the full article
  6. submitted by /u/Lucyan96 [link] [comments] View the full article
  7. submitted by /u/SanzSplitStream [link] [comments] View the full article

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