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Found 13 results

  1. Increase the minimum range for Mortar. I just played classic mortar cycle in that cheap cycle challenge and having been a classic mortar cycle player for years I've got to say I miss it. All the buffs and nerfs happened and it was fine for us Mortar cyclers. The one thing that unintentionally killed the deck was actually when you standardized the range (and i'm guessing made the minimum range shorter as an intended buff?) but that completely killed the game. You guys have kept x-bow viable all these years. I would also argue that an increase to the minimum range wouldn't affect mortar in decks where it is currently viable, it's that "one more shot" you can get right before the mortar dies that makes mortar cycle viable at all. ​ x-bow is the beat-down of siege (one lock / one push). Mortar is the chip cycle of siege. I've been playing several decks sense and just want mortar cycle viable again. submitted by /u/_codeJunky [link] [comments]View the full article
  2. r/clashofclans has similar filters for quite an amount of flairs. It'd be nice if this sub also had filters to only show strategy or news posts, or hide discussion posts, etc. submitted by /u/Arc_7 [link] [comments]View the full article
  3. I've been playing Royale from the start, and this is my first post here after lurking for awhile. My issue: Ladder is really important. It is the main game mode. It is how you know how good you really are. You cross 7000 on ladder - you are really, really good. You get near the top, you've earned the accolades you get. All balance changes support ladder play and tournament standard. Cool. But it feels really, really repetitive. I'm just going through the motions, playing against the same meta decks over and over. There are only so many win conditions, so the gameplay boils down to what your win condition is, and how well you defend against the other win conditions (goblin barrel, GY, Pekka/Giant beatdown, Golem/eGolem beatdown, Xbow, hog/hogs/ram, etc) And while I play a lot of Ladder, it feels so stale. Everyone knows what works. It's all in the execution of the standard gameplan. The opportunities for creativity should be there, but it doesn't feel like it. My suggestion: I think the solution isn't that hard: Introduce a selection of ladders. Maybe just start with a second ladder: Mega Deck. 16 cards. Don't worry about balancing it. This ladder is there for a different type of player. One who likes to think on their toes a little bit more. Who doesn't want to see the same thing over and over. Taking that a little further, you could have 8, 10, 12, 16 ladders. With no changes to the card balances or gameplay mechanics you could open the game up to whole new combinations. People would find the ladder they like the best. The one they have the most fun playing. Or they could switch back and forth. My last idea is a little crazier, but I think would be a welcome addition for people like me who have maxed out a lot of cards and have no real incentive to work on the others... Full card ladder, random. You start with anything in your opening hand. And all you see is the next card in your cycle. It would be for players like me who just want to have fun and don't need everything to be perfect. It would be a fresh experience every single time. Those who understand all the cards and can formulate play on the fly would have an edge. And a huge advantage to Supercell is that it would give people a reason to try to max their entire deck ($). It is a win/win. In short: This is probably my favorite game of all time. I love that they obsess about perfection of the cards, the balance, etc for 8 card ladder and tournament. I don't need them to change any of that. What I need is stable and fresh variations of ladder built on that same mechanic. They have tried to keep things fresh with new game modes and challenges. But I don't particularly care for touchdown. Or cards spawning from the back. Or 2x and 3x elixir challenges. I just want the main game to be fun again. And the main game is ladder. Give us more ladder options, and I bet it would be another two years before I write here again. - Marlen submitted by /u/Marlenrattiner [link] [comments]View the full article
  4. Hi, I dont know if this has been brought up recently or not, but why not have the implication of being able to gift the pass royale. I would like to reward my clan members who actively participate in donations and clan wars. It would equally benefit the players who cant afford it just as much as the game. Just a thought. submitted by /u/filitrate1 [link] [comments]View the full article
  5. Note! : This post is entirely sublective. Opening Example: The golden hair colour and shoulder pad really clashes with the Hog Rider's colour pallete. Also, meganknight's lifejacket. Issue: Star levels are meant to make the cards look better and 'upgraded', like CoC troops. However, all they do right now is repaint some part of the troop gold, or add golden additions, which, while look great on some troops, clash horribly with the colour pallet of other troops. Thing is, gold does not work with everything. Idea to improve them: Level 1 should remain as it is. However, level 2 is where the additions should start, instead of spraypainting gold. For example, the hog rider(using example because iconic) gets a spiked hammer at level 2, and the hammer is black with silver or gold spikes or metal strips, like the master II logo or DPrince's mauler. At level 3, he should get his uni-shoulder pad he gets rn, and a headband(like CoC ones) which the player's colours. This way, he looks upgraded, keeps with the pallate, and displays the player colour in the cosmetics. Similarly, balloon can get a white or black skull at one level and spikes at another. That is how I really want the star levels to actually look like; actual additions keeping to the colour pallate rather than just cheap gold ripoffs that damage the glance value. Conclusion: While I know this is totally subjective, and many people like the gold versions, not to mention that gold additions DO look lit on some troops(like gold spikes on hog's hammer); but this is how I wish supercell would do star levels, adding stuff on lv2 and lv3 that doesn't make the user debate whether their troop looks with the gold repaint or without. I hope they notice to this post. Thank You. submitted by /u/Arc_7 [link] [comments]View the full article
  6. Delete this atrocity and never let it see the light of day again. submitted by /u/TheyCallMeGerbin [link] [comments]View the full article

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