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Found 25 results

  1. submitted by /u/FloppyManMeat69 [link] [comments] View the full article
  2. Why? Well, many of us have tons of cards that we could upgrade to the highest level we can with the cards we have, but the issue is, we don’t have enough gold. Many of us have made the mistake of upgrading a bad card just to use it for clan wars once or other uses and regret upgrading them. We could downgrade our cards and get our cards and money back to use for better uses. How? We could have downgrade tokens, where we get from challenges, or best, downgrading them at will. How will this benefit the game? I once saw a comment on CWA’s video (That CWA hearted) saying that we need 5 times more the gold right now because we have so much cards that we could max. Upgrading other cards can lead to players trying more decks which will ultimately have them want to max more cards. Feel free to give feedback! submitted by /u/JulianProskillz [link] [comments]View the full article
  3. Hey guys! This is my balance changes wishlist, let me know your thoughts about it. ( The stats are based on June 19th) Heal Spirit 15% Usage, 54% Winrate First two heal ticks -20% (new healing: 146), Last two heal ticks +20% (new healing: 220) (overall the same amount of healing). The heal spirit cast a fast and a strong heal spell continuing for 1 sec and containing 4 ticks. by nerfing the first two ticks, it should give you a little more time to finish the opponent's troops, but if the troops survived to the last 2 ticks, they will have the same full healing amount. Fisherman 0% Usage, 27% Winrate +1 elixir (4 elixir), +19% Damage (new damage: 190), hook charge: 0.9 seconds. As Erniec3 stated 5 months ago, making the Fisherman cost 3 elixir was the worst decision to balance the card, it became way too valuable. Making the card the good ol' Fisherman with a faster hook charge should make it more balanced than now. Skeleton Dragons 26% Usage, 56% Winrate -6% Damage. Skeleton Dragons are the second most used troops in the game (In GCs), the reason can be the level boost for sure, or people are trying it out since it's new to the game, but if the Skeleton Dragons still maintain these high stats for the rest of the season, they could use this damage nerf which makes them deal the same damage as the Baby Dragon. Thanks for reading! Tell me your thoughts down below! submitted by /u/ahmad3siry61 [link] [comments]View the full article
  4. submitted by /u/the_RedditCat_Shaun [link] [comments] View the full article
  5. So it’s like every 1-2 months a new card is being added but the chests remain the same - providing us the same amount of cards and gold. This is ultimately slowing the progression down a lot. 1 new card may not seem like a lot, but the addition of 3-4 more new cards start to add up pretty quickly even with the season pass and challenges. This is only further contributing to the progression problem. CR needs to re-work these chests and make them match the current dynamics. submitted by /u/MagicArcher101 [link] [comments]View the full article
  6. submitted by /u/Justin531857 [link] [comments] View the full article
  7. What does everyone think about this idea? It’d be cool if some cards had adjustable elixir/number of troops that deploy. For example, barbs are currently 5 elixir and it deploys 5 barbs. What if you could adjust the number of barbs you want for the card? If you only want 3 barbs, then it would only cost 3 elixir. If you only wanted 1 barb, it would only cost 1 and so on. You can use this for minions, guards, Royal recruits and more. They would almost be like new cards without actually having to add new cards. submitted by /u/aam985 [link] [comments]View the full article
  8. submitted by /u/Worst_Player_Ever [link] [comments] View the full article
  9. It’s a drag when people leave. There’s very little chance of winning. I wish I could play the partner’s cards along with my own cards. (with double elixir) EDIT: oops just saw this was already discussed :) https://www.reddit.com/r/ClashRoyale/comments/g8m99e/concept_if_your_teammate_leaves_the_match_you_can/?utm_source=share&utm_medium=ios_app&utm_name=iossmf submitted by /u/ricola7 [link] [comments]View the full article
  10. My cards on second account are level 9 and 10 my castle level is 10 and 5k trophies, i come up against level 11/12 castles with level 13 wizards valks balloons and golems every other game and it's really really boring to the point i uninstalled it off my phone. Nobody should play this game with the mindset of in a years time they will have a few level 13 cards but until then just accept being shit on cause of terrible matchmaking. CWA had a pro on last week or the week before testing out decks with his second account, never made mistakes just lost to higher level players. submitted by /u/ixlHD [link] [comments]View the full article
  11. at level 9 and below, upgrading cards gives 1/20 xp per gold, but at level 11 it's only 1/62.5 **LEVEL** | **GOLD** | **EXP** 1 | 5 | 3 2 | 20 | 5 3 | 50 | 6 4 | 150 | 10 5 | 400 | 25 6 | 1,000 | 50 7 | 2,000 | 100 8 | 4,000 | 200 9 | 8,000 | 400 10 | 20,000 | 600 11 | 50,000 | 800 12 | 100,000 | 1,600 also weirdly some cards cost less than others but the ratio is the same submitted by /u/EXTRAVAGANT_COMMENT [link] [comments]View the full article
  12. submitted by /u/ShenSavageJr [link] [comments] View the full article

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