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  1. submitted by /u/OmarSherif96 [link] [comments] View the full article
  2. As you know brawl stars brawl pass is doing very well. The best part is that it is f2p. It costs 170 gems in brawl stars. So it would make sense to have a similar approach in cr. Its about 7 Singaporean dollars for pass royale and with that same amount of money you can get a 500 gem pack. So it makes sense to make the pass 500. submitted by /u/Ashitaka_11 [link] [comments]View the full article
  3. submitted by /u/WorkingRadiant [link] [comments] View the full article
  4. submitted by /u/racecardriverwannabe [link] [comments] View the full article
  5. submitted by /u/Snoo-65620 [link] [comments] View the full article
  6. submitted by /u/Kieronpj [link] [comments] View the full article
  7. It would be rly cool. :) Also, I hope there’s lot of skins in cw2 update submitted by /u/Donghoon [link] [comments]View the full article
  8. submitted by /u/Blackangel466 [link] [comments] View the full article
  9. With the upcoming Clan Wars 2 update just around the corner. I had some time to think about: "What update would actually excite me? What update would provide a totally new approach to the game?" Card Skins. The upcoming update is supposed to drastically accelerate tradition progression in the game. Progression was Supercell's primary source of income. Now, I strongly believe they should redirect towards the cosmetic side, just like almost any successful game today. They have already done this with emotes, star levels, and tower skins, but it just isn't enough. Card Skins: Each card will hav
  10. When it dies, only one elixir golemite spawns and when that dies, it splits into three elixir blobs submitted by /u/Large_oof010 [link] [comments]View the full article
  11. You all know how it takes time to upgrade cards. It takes countless weeks or months just to get that extra 15 damage or something. The grind separates new players that climb quickly and the older ones, that over a few years got to max all their cards in a deck. This leads to often weird ladder matches on higher ranks (for example a guy with cards on level 9-10 against a full 13 deck). So my idea is that to make the game less grindy and possibly more skill based, the card upgrades should be completely ditched. All cards would've been locked to Level 9 (tournament standard) or they would level u
  12. submitted by /u/Zeo_trinkt_bier [link] [comments] View the full article
  13. submitted by /u/Isli19 [link] [comments] View the full article
  14. submitted by /u/Waluigi_Boi [link] [comments] View the full article
  15. submitted by /u/Justonimous [link] [comments] View the full article
  16. submitted by /u/trogdor1108 [link] [comments] View the full article
  17. submitted by /u/Pooria-P [link] [comments] View the full article
  18. Personally, I am very excited with the balance changes. I feel like Supercell has taken a giant step in the right direction by focusing more on the game as a whole and less on each card as an individual card. Bowler: While I don’t think bowler is a viable card still, this buff will make him an interesting replacement for magic archer in some decks. Excited to try him out Spells/Miner: This one has felt long overdue. I’m sure many will complain about the holy miner being changed, but we all (most of us atleast) can agree that playing miner/cycle or spell/cycle is simply not fun. This change f

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