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Found 28 results

  1. Ok so hear me out here. I play golem night witch (big brain player ik) and i can’t tell you how many golem mirror matches I’ve either won or lost dependent on the starting hand. Elixir collector was taken out of starting hands because it turned out to put the player with it at an advantage. I think the same goes for golem. With an expensive deck fighting against another golem player, i feel for me it boils down to starting hand every time. I’ve taken notes on all the matches and found that i win against a golem player if i have it in starting hand they don’t and vice versa. I’m curious on your thoughts. submitted by /u/Mcknickletooke [link] [comments]View the full article
  2. submitted by /u/starwarsp [link] [comments] View the full article
  3. • Hello Everyone, JC here. And today is probably one of the most conflicted feeling days I ever felt in my life. Part of me is very hopeful and excited for the Big Should have been June July Update coming, with seemingly a MASSIVE Clan Wars Rework, lots of QoL changes, and actual Lore?! But that is for next Season, or maybe the next one, sadly. For this Season however, we have A New Card, Season and Balance Changes, and the future of Clash Royale to discuss. Let’s get to it then, shall we? PART 1: SKELETON DRAGONS • For being a pair of dead Dragons which are somehow inside the Prince’s Wet Dream Paradise, I was expecting a little more. Though they do act as a real substitute for Baby Dragon in some niche scenarios, they are not as viable as you think they would be. Here’s why: 1) Their Splash Radius and HP is so small that being split is a hindrance their versatility and viability (except for Fireball Bait, more on that later). Together, it’s basically a slightly less HP Baby Dragon with double the DPS, which is cool. But when Split (or on defense in general), they have minimal to no defensive play due to how frail they are, how their DPS is average, and how their Splash Radius is the Second smallest in the game (After Hunter, Firecracker, and Technically Magic Archer at ~0.3 Tiles) at 0.5 Tiles. Thy just don’t have the stats to back up using them unless it’s in Fireball Bait (which is already getting a big Buff because of 3 Muskies, but more on them later), which is solid on the meta now. Who knows though, maybe they are better than we think, so we have to wait and see with these flying pile of bones. 2) What we can’t ignore however is how un-creative the design is of the Card. To quote Seth himself in the most recent TV Royale, he said that “An easy way to think of Skeleton Dragons is for 4 Cost, you are getting a Baby Dragon cut in Half”. And looking at the gameplay, it’s true. When played together, it’s basically a Baby Dragon with Less HP and Double the DPS. I get it, they are working really hard on the Big Should have been June July Update, but they could have been at least a tiny bit more unique. Like, respawing after 5-10 seconds after death if thier “Bone Pile” is not destroyed or something. They just lack the uniqueness and stats to have their own role (again, except in Fireball Bait Decks) • As I said before, besides being a substitute For Baby Dragon in some niche Decks, I’m not sure if this Card will be Viable or just even Okay. We have to wait and see though. I have to admit, however, that I like the inspiration for the Card. They said that they Combined the mechanics of a Beta Minion (Troop from Clash of Clans that had more Range than a Minion) with the Design of the old Skeleton Dragon. But now is not the time to talk about Card Ideas, now it’s time to talk about Balance Changes! PART 2: BALANCE CHANGES • ~Prince~: HP Buffed From 1615 to 1664: Of course the narcissistic Prince Andrew (the canon name of him, like how the Fishermen is named Maurice. Hope he gets his confirmed buff someday) would make himself stronger when inside his own dream. Besides the point, this is a good buff. It will make him more versatile as a Mini Tank and Offesive Tank Killer just by a tiny bit. I personally wouldn’t have buffed him this way, but that’s fine. I do think it will increase use and win rates slightly, but not by much. Solid change. • ~Royal Delivery~: Damage Nerfed from 402 to 362): Another Solid Change on Supercell’s end. To think that one Damage buff can make something so slow and weak become something so strong and downright broken at times! While I personally feel it still should spawn faster with some other changes, I think that this a good nerf to balance it out, but just make the damage 360 to be a little more consistent and it will be absolutely perfect. Good job Supercell! • ~Earthquake~: Reworked Slowness Effect by 35% into a “Snare” Effect at 50%: This change is... interesting to say the least. One one hand it just makes more sense that it could cause Snare (making only Movement Speed slower by a bigger amount) instead of Slowness (making Movement Speed and Hitspeed slower by a smaller amount), since earthquakes do make you wobbly and make it harder to move, but you can still move your hands, or attack the same as before (technically). But, now this change is weaker against troops and buildings: since troops will likely be placed close enough to opposing Troops to not have to be slowed by the snare effect. Only if the opponent makes a mistake in Troop Placement is where this new change will be useful. Also, it’s inconsistent with Ram Rider’s snare at 85%. This is a good small nerf to Earthquake, but I feel the Percentage/Effect Power will have to be standardized to like 65% and the Cards will get other changes to make up for the buff/nerf. Overall, good yet funky change, will still be viable. • ~Bomb Tower~: Lifetime Nerf from 35 to 25 Seconds: And now for a controversial change. I think that this change is a little too harsh for Bomb Tower, it dies much quicker now even if it’s supposed to be a “Tanky Building”. I do agree that this change does address how defensive it is, but I think it could of been done better. Such as Nerfing Lifetime to 30 Second and to Nerfing HP to 1000/1110 HP, still tanky, but not as much. And the 30 Second lifetime is more consistent with other Buildings. Besides personally disagreeing with the change, it’s a good nerf to hinder its defensive play while still stopping pushes on defense. • ~Staggered Deploy Time Standardization~: All Cards that spawn more than 1 Troop will now have a 0.1 Second Staggered Deploy Time (Excluding Skeletons and Skeleton Army): Now this is getting me excited! In my previous post, I suggest that Supercell is starting to make changes to Standardize Stats in game (with evidence and examples of how they can do it, check it out after this), and I was right! Drew even responded and said that the post was great and they are indeed starting to standardize more stats, he even forwarded it to Seth To see if my Standardizations are balanced! For the changes itself, all Cards that Spawn 2+ Troops got slightly Nerfed, but it’s not that big a deal. The exceptions however are 3 Muskies, Goblin Gang and Minions: 3 Muskies are now basically Meta with this change (From 0.5 Staggered Deploy) whole Goblin Gang and Minions got a nice buff that was not needed but won’t affect much. I love that Supercell is now starting to Standardize Stats, even if it’s 1 at a time, so this is an excellent change. I wonder what stat will be next? PART 3: SEASON CHANGES • Now for the usual stuff in Season Updates, Dream world style. The tower skin is what you expect of a happy dream world with a cloudy aesthetic and some colored highlights. Not the best skin, but it’s nice. The exclusive emote it’s kinda funny and can be used for BM, but it’s nothing special. The Dark Prince is crying because he is not in his own dream world (yet?!), and it’s a solid emote. Lastly, the pony. Just saying, it’s a great emote. It’s simple and it looks good, I like it. PART 4: THE FUTURE OF CLASH ROYALE • And now for the most important part of this Season Analysis: The Future, and it’s not looking too bright for it. With the Update conformed to still be in development, being very likely to come in July at Least but more likely August, it definitely bummed out the fan base a lot and caused a hit in the player base. While I agree with Supercell on making this the best update they can (and how “Vorona Cirus” delayed the), I think that this is long enough. If the update is not out by July or August at the Latest, the game will take an even bigger hit than it has before. I’m worried about the game dying: I love it so much and it’s creative and fun, it does not deserve to die. What it needs to really bring the fan base back (besides a Clan Wars Rework and QoL Changes which are confirmed coming in the AMA/FAQ posted yesterday) is a new Game Mode that’s not “haha, tell and back go spawn spawn” (Spawner Challenges) and more ways of increasing progression without paying a lot of money or being active 24/7. The AMA/FAQ released yesterday by u/Supercell_Drew gives us insight on why they are taking so long on the update, some stuff that’s coming, and is overall a breath of fresh air to finally get some communication coming from the creators of the game we love. Please comment your questions on it, if it gets a lot of upvotes it will be answered it might help our community figure what’s going on behind the scenes of Clash Royale. • ~So there we have it.~ Honeslty, this update is pretty good, for being a major letdown of there being now Big Update coming out now. The Skeleton Dragons, while simple and un-unique, will slightly diversify Deck building and is a viable substitute to Baby Dragon. Balance Changes are soild, just not fully on the Dot. Season Changes are bland-ish, but to be expected. And the Future of Clash Royale May seem dark, but there is always a light ahead of the tunnel; and I think Supercell is making sure we see that light by July-August. Let’s hope for the best! 6.5/10 Update. • Do you guys like the Update? What are your thoughts on the New Card, Balance Changes, Season Changes, and Clash Royale’s Future? What would you like to see in the upcoming Big Update and why? Have a nice day everyone and Clash On! submitted by /u/JCorby17 [link] [comments]View the full article
  4. submitted by /u/Neptune_is_cool [link] [comments] View the full article
  5. submitted by /u/Andreas00Tm13 [link] [comments] View the full article
  6. submitted by /u/IAlwaysLack [link] [comments] View the full article
  7. submitted by /u/nomation [link] [comments] View the full article
  8. submitted by /u/babysheepiscutest [link] [comments] View the full article
  9. submitted by /u/Xosek [link] [comments] View the full article
  10. submitted by /u/Manoseila2 [link] [comments] View the full article
  11. submitted by /u/l_m_a_ii [link] [comments] View the full article
  12. submitted by /u/Destructor107 [link] [comments] View the full article

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