Jump to content

Search the Community

Showing results for tags 'idea'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Royale Ramblings
    • Announcements
    • FAQ
    • News
    • Contests
    • General Chat
    • Off-Topic
    • Rants & Raves
  • Royale Recruitment
    • Recruiting: 1000+ Trophies
    • Recruiting: 2000+ Trophies
    • Recruiting: 3000+ Trophies
    • Recruiting: 4000+ Trophies
    • Recruiting: 4500+ Trophies
    • Recruiting: 5000+ Trophies
    • Recruiting: 5500+ Trophies
    • Recruiting: 6000+ Trophies
  • Deck Help
    • Card Discussions
    • Clash Royale Decks
    • Guides
    • Videos
  • Site Help
    • Questions
  • Rebel Riot Club's Check Us Out!
  • Rebel Riot Apex's Check Us Out!
  • Rebel Riot Jr's Check Us Out!

Blogs

  • Soul Crusher's Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Player Tag


Clan Tag


In-Game Link

  1. Submitted By: Soul Crusher Watch Now: Clash Royale New Ancient Arena + New Card - ANUBIS [ Clash Royale Concept idea ] + Funny Moments !
  2. Submitted By: Soul Crusher Watch Now: EDIT YOUR TOWER LAYOUT...Best Idea for Clash Royale?
  3. submitted by /u/bk6trojan [link] [comments] View the full article
  4. submitted by /u/Snoo-65620 [link] [comments] View the full article
  5. submitted by /u/Stargoz [link] [comments] View the full article
  6. submitted by /u/ploinks [link] [comments] View the full article
  7. submitted by /u/cacho8 [link] [comments] View the full article
  8. How about a challenge in which the cards will have the highest stats they had in CR history, and will have their functions and elixir cost at it´s peak? Examples: Current Royal Recruits costs 7 elixir. The lowest elixir cost they had was 6. Therefore, in the challenge, they will cost 6 elixir. Current Night Witch has 7 seconds bat spawn speed, 3.5 seconds initial bat spawn speed and 1.6 tile range. Highest spawn speed and first spawn speed she had was 5 seconds and 1.3 seconds, respectively, and highest range was 1.85 tiles. Therefore, in this challenge, Night Witch will have the 5 seconds spawn speed, 1.3 seconds initial spawn speed and 1.85 tile range. Current Lumberjack has 0.8 hit speed. The highest hit speed he had was 0.7. Therefore in this challenge, Lumberjack will have 0.7 hit speed. Current Mega Minion has 1.6 hitspeed. The highest hit speed he had was 1.3. Therefore, in this challenge, Mega Minion will have 1.3 hitspeed. Current Electro Wizard dies to mini pekka in one hit and has 1.8 hitspeed. Once, Electro wizard used to survive a mini pekka hit, and had 1.7 hit speed. Therefore, in this challenge, Electro Wizard will survive a mini pekka hit and will have 1.7 hitspeed. Current Prince and Dark Prince takes 3.5 tiles to charge. Once, they used to take 2.5 tiles to charge. Therefore, in this challenge, the princes will take 2.5 tiles to charge. ​ What do you think? submitted by /u/maxcamargo111 [link] [comments]View the full article
  9. submitted by /u/RayanCraft200 [link] [comments] View the full article
  10. submitted by /u/annoyingly999 [link] [comments] View the full article
  11. submitted by /u/Vipeurre [link] [comments] View the full article
  12. Ah, Battle Healer. Completely broken in 1 deck, completely useless in everything else. There is no doubt that Battle Healer is one of the toughest cards to balance, clearly shown by her deck pool. I came up with an idea to rework Battle Healer, to give the elixir golem deck the much needed nerf, but then to buff Battle Healer as a card outside of this deck. This will hopefully balance elixir golem decks, and make Battle Healer also useful in other decks outside of just elixir golem. The rework is pretty out there, but I have pretty good reasoning on why I think it could work. HP Reduced by 40% (1425 > 855) Self-Healing removed ENTIRELY, both the healing overtime effect AND the personal heal from her attack Elixir cost Reduced (4 > 3) So, here is my reasoning, to backup what at first probably sounds like ridiculous changes. So, with the massive health reduction to the BH, she now just barely hangs on from being fireballed. This was on purpose, as I feel if she died to fireball, she wouldn’t be useful at all ad she would’t be able to get any value from her healing mechanic for the cost of only 1 elixir. However, with the removal of the self-healing, after being fireballed, BH will now die to any of the 2 elixir spells, like log, zap and snowball etc. This means if you are willing to commit more elixir, you are able to wipe her out during a push if you used both these spells, making her much less obnoxious with her self-heal. Now, with the way I went about this rework, I believe BH will become prevalent in fireball bait and 3 Musketeer decks. This is because, with her now being a firebally, she holds that bait potential for starters. She also synergises super well with some cards in these type of decks, for example, 3M and royal hogs, being able to heal these up if used strategically. With her being so squishy now and having no self heal, it will make her so much more skillful to use and it will be harder to get value out of her. Also, with her new 3 elixir cost, she may even be seen in some other type of decks such as logbait, as a mini tank. Idk if this is enough to replace knight, but who knows, she costs the same as knight now, meaning she may be useable in these decks if there is a place for her healing. What do you guys think about this rework? Let me know, I think she will be so much less obnoxious in elixir golem now as she herself won’t be getting healed, but she may find her way into other decks if balanced correctly. There may be a chance that this overall may be too much of a nerf, if that’s the case then she could be buffed in another way, maybe a little extra healing to other troops or something to compensate. Please leave any feedback, happy to hear it submitted by /u/JoeClash33 [link] [comments]View the full article
  13. submitted by /u/David_Durinac [link] [comments] View the full article
  14. submitted by /u/grkmstlm1907 [link] [comments] View the full article
  15. submitted by /u/willonecr [link] [comments] View the full article
  16. I know this isn’t the biggest issue in the game, but the luck involved with starting hands can still be frustrating at times. After this long, i’m surprised no changes were added to hands. What’s more annoying than when your opponent drops a push at the bridge, such as a hog or balloon, and wrecks your tower because your counters weren’t in your starting hand. On the flip side, it’s also frustrating when your opponent drops a golem or lavahound first play and your win condition isn’t in your hand to punish the opposite lane, so you lose to a big push. I know some people have suggested being able to choose your starting hand but I don’t think this is the way to go as it makes the game stale. So here is my solution: Building targeting cards won’t appear in your starting hand ( assuming all 8 cards in your deck aren’t building targeting). Siege cards, and graveyard won’t appear in your starting hand as they can be very threatening. Miner is allowed in your starting hand This should reduce the impact starting hands have since the issue revolves around the fact that you or your opponent has their win condition in cycle while the other player doesn’t have the counter in cycle at the beginning of a game. submitted by /u/StrickerPK [link] [comments]View the full article
×
×
  • Create New...