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Found 1,148 results

  1. I appreciate the seasons but it’s really grown predictable and repetitive. We get a card, a new arena, balance changes and a few cosmetics each season which again I appreciate but the game needs a major shake up and soon. Here’s hoping this upcoming update will be worth it... Also, still no new star levels for tons of cards like Bandit since 2018. Ugh. What do you guys think? submitted by /u/Lokain22 [link] [comments]View the full article
  2. Submitted By: Soul Crusher Watch Now: How to Beat The Prince's Joust Challenge
  3. submitted by /u/DarkOdeon [link] [comments] View the full article
  4. Submitted By: Soul Crusher Watch Now: THE PRINCE'S JOUST CHALLENGE DECK 9-0 LIVE GAMEPLAY! BEST DECK FOR EZ WINS! - Clash Royale
  5. submitted by /u/CyberSoulX [link] [comments] View the full article
  6. Submitted By: Soul Crusher Watch Now: Clash Royale Season 12: The Prince's Dream (New Card: Skeleton Dragons!)
  7. submitted by /u/GG_shi7head [link] [comments] View the full article
  8. submitted by /u/NVETRANO14 [link] [comments] View the full article
  9. submitted by /u/Worst_Player_Ever [link] [comments] View the full article
  10. I have played this game since the very beginning, and I've had some great times with it. However, the game has been in a state of decline, and honestly I don't get the same excitement with playing it anymore. keep in mind I have played over 2000 hours of this game, have hit top 1000 in my country, and genuinely make CR part of my life. that said, the game is in a very poor state right now, and I wanted to voice my concern, anger, and disappointment with it from my perspective who takes the game more seriously than most. 1. Lack of content There are now multiple posts that have thousands of up votes expressing frustration with the lack of transparency towards the player base regarding the update. since there is already plenty of conversation around this, I won't say too much. generally, I feel it is better to wait so we can have a better update, although the dev's lack of transparency has made it very frustrating, as the current system of clan wars is incredibly dry and unfun, and is by far the worst part of the game. (ok, and touchdown too) 2. Competitive play While CRL has been a great success, for much of the playerbase, it is a false reality, and does not at all reflect their own experience in the game. There is very little incentive for players to get better at the game, and for higher level players, there is very little for us to show off our talent and compete. The only thing players like me have are community run tournaments, which simply aren't enough to foster the competitive scene. The current competitive scene feels very exclusive and elitist, and there needs to be more ways to get involved in game, with more official support from Supercell. There needs to be more incentive for players to want to compete and improve and learn about the game, and there has to be a more accessible system for tournaments and a better pipeline for people to start competing. 3. Ladder and challenges I am primarily a ladder player. While Gc's are not terrible, I find that they are not very fun. Having to pay to play in the closest thing to a competitive, leveled out meta is incredibly frustrating for people who do not spend money on this game. Ladder for higher level players is a boring grind, with very little incentive to push. On low ladder, there is virtually no skill and is honestly so frustrating to play. Most of my friends who have quit did so because ladder from about 3000 trophies all the way to to mid legendary arena is a swamp of over leveled players using completely brain dead decks that do not feel fun or fair to play with. While higher level players feel frustrated that there is very little besides ladder and gc's, lower level players are trapped in a hell of overleveled garbage that they cannot escape from. There is no meaningful content for them, the challenges Supercell puts out do not lead to anything, and there is very little reason to keep playing when they get screwed over by overleveled commons and other mid-ladder woes that people constantly complain about, and that Supercell, for some reason, refuses to fix. 4. Balance and skill in the game I play cycle decks. I love to play this game with fast paced, high skill cap decks like balloon, wall breakers, mortar, and 2.9 xbow. One of the most infuriating things in this game has been the prominence of over-defensive and annoying decks like golem, elixir golem, sparky, ice bow, and graveyard. Don't get me wrong, these decks do require you to play strategy, the problem is that their strategy relies on stacking your decks with so many defensive cards that it is almost impossible to break through or punish, and just counter push with no way to stop the push due in large part to the ability of tornado to function both as a way to completely counter pushes on defense with very little thought or consequence, while also completely countering any defending troops by tornado-ing them together. Supercell has completely botched this tornado rework, and the result is a meta where most of the meta decks revolve around having an unreasonably stacked defense, and simply defending the opponent's every push and draining them with counterpushes, or just building an enormous push thanks to a massive elixir advantage that came from the opponent being forced to overspend to try to attack, often for a measly amount of damage. The problem is that currently, the meta sucks for players who wish to play fast paced, high skill cycle decks that require precise placement and a very in depth knowledge of the game mechanics. These decks are constantly overshadowed by the over defensive nature of the current meta. While a fast cycle deck like balloon, (which is one of my main decks) has to play with very precise mechanics and focus throughout their matches in order to win, a deck like graveyard can just defend perpetually with a plethora of defenses that are impossible to break through. This type of gameplay is extremely boring and repetitive, and is very frustrating to play against. Considering the success of CRL is built on turning the game into a spectator sport (since it is very difficult to actually get involved in competitive clash as a normal player), it is baffling that Supercell would continue to allow such a boring and defensive meta to persist. Honestly, no one wants to play against an opponent who just spams troops behind a tank and wins not because they outplayed you, but because they can just start a push in the back knowing that is you dare to counter attack, they will just nado it all away or tower trade for a 3 crown. No one wants to watch a crl match where the opponents slug hordes of troops against each other, and the win condition comes down to who can nado the other players pushed together and just make an unstoppable push that is impossible to stop or outplay. It is boring and uninteresting, and Supercell needs to make a meaningful change to the meta. The current balances focus far too much on introducing new cards into the meta, often times completely overdoing the changes. Every new card they introduce just becomes another option to spam behind a golem or giant, or another card that can be added to make defense even harder to break through. Getting damage should not be as simple as playing one card behind another and just using spells to delete anything the opponents defend with. It should not be as simple as using earthquake to completely delete defenses and guarantee damage. This game is already hemorrhaging players, and the meta keeps pushing more to quit. 5. What needs to be done What I just outlined is a very high level, overarching problem in the game. There is no cut and clear way to address the balance issues in the game, but the devs could certainly do a better job working with the community. There have been many questionable balances in the past that have resulting in horrible, unhealthy metas, such as the october and april balance changes. A public test environment where the community could help vet the balance changes would be very beneficial, and help connect the community to the devs. Mid and lower ladder has to be changed, or their main player base will fade away. More opportunities for competitive play have to be introduced, and more players need to be involved in the competitive scene. Balances in general need to be geared towards creating a more interesting, less defensive meta that fosters skill in the game and is fun for all players. Frustrating play styles like xbow, beatdown, and graveyard need to changed. I do not claim to be a balance guru, but it is clear that these decks are detrimental to the health of the game. Supercell needs to be much more open with the community. It will be hard. They will get a ton of undeserved hate. But it is the right thing to do, and I hope they will be responsible and make strides to connect with the community and work with, and not against or in spite of us. 6. A call to action It is clear to me that the game needs a change in direction. Whether you are a high level player like me, or a newer player trying to make it to your next arena, we all need to come together and speak out with our voices. It is our responsibility to voice our concerns for the game and make sure we are heard. It is Supercell's responsibility to listen to their community. If you are frustrated with the game, please do not be silent. Voice your concerns through mediums like Reddit. Upvote posts that advocate for positive changes to the game, and hold Supercell accountable for their actions (or lack thereof). In conclusion, make your voice heard, and be safe during these crazy times. Thank you for listening to my ted talk. submitted by /u/Kyle_1s_Tall [link] [comments]View the full article
  11. Lately the community here has become extremely toxic and rude and if I was the dev team, I wouldn't even bother replying anymore here AT ALL. I understand their communication has been lacking, but that is no excuse for the community to lash out at the them in such vile way. They are human after all, and everyone makes mistakes. The KEY is learning from them and moving forward from this. Instead lets try to be more receptive and understanding & lets both (Community & Dev Team) work together towards a more healthier community & communication line like it once used to be. The world is experiencing unprecedented events around the globe and it is times like this when we need to stick together more than ever. If you don't have something nice to say, please do not bother replying to this post or at all. submitted by /u/MagicArcher101 [link] [comments]View the full article
  12. submitted by /u/maxmaytho [link] [comments] View the full article
  13. submitted by /u/ResidentChemist3 [link] [comments] View the full article
  14. Pleasee it takes ages submitted by /u/Clangas01 [link] [comments]View the full article
  15. The most annoying one is reusing the same troop over and over again. Barbarians in literaly every mechanic, a change in art would have been amazing considering paying an artist to model a troop should be peanuts for a multi billion company. I dont see any reason to be lazy/stingy about improving your own game. The community gives amazing ideas on this subreddit for troop mechanics yet its just a swipe left for them as their team already has their most uncreative ideas. For instance, Royal delivery. Same troop and does what literally a barbarian Barrell does, instead just doesnt roll 2 spaces. Congratulations for this amazing hype of a card. Skeleton Dragons. Literally the baby dragon cut into half. Promises of new war styles. Been over a year. Next Youtube video: a new very similar troop but we will use new acts/face impressions of being impressed at our highly luxurious work. Millions of people have season passes. Surely for the amount profit thats generating an effortful fruity sc team would be great for rewarding the community back with better content. submitted by /u/Yxsr_mhx [link] [comments]View the full article
  16. Submitted By: Soul Crusher Watch Now: Last day of the season! Our time has come Miner
  17. Opdecks.com 10 Best The Prince’s Joust Decks The Prince’s Joust is a fun game mode. Prince’s appear from the left and right of the King’s Tower. Your task is to stop the opponent’s princes. Of course, you should also bring your princes to the target. Do you think this is too hard? I will try to help you. Below you will find the best decks for The Prince’s Joust game mode. Decks have no particular order of importance. I recommend you to choose whichever game style suits you. Also, you must make trials before using the decks in the challenge. So you can understand if you’re using the right deck. 1. Goblin Giant Deck This deck has 3.5 average elixir cost. Its defensive potential is great and offensive potential is also great. Goblin Giant will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Spear Goblins, Bats, Dark Prince, Prince and Goblin Giant are your investment cards along with Prince. You can use Zap and Fireball to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Dark Prince, Zap and Bats. Also, if you want to win a match, you should not forget to use Goblin Giant in the best possible ways. Tap or click here to quickly add this deck to the game. 2. Rocket with Goblin Barrel Deck This deck has 3.4 average elixir cost. Its defensive potential is excellent and offensive potential is great. Goblin Barrel and Rocket will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Rascals and Princess are your investment cards along with Prince. You can use Zap, Rocket and Princess to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Princess and The Log. Also, if you want to win a match, you should not forget to use Goblin Barrel and Rocket in the best possible ways. Tap or click here to quickly add this deck to the game. 3. Miner Deck This deck has 2.8 average elixir cost. Its defensive potential is excellent and offensive potential is great. Miner will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Tesla, Dark Prince and Ice Golem are your investment cards along with Prince. You can use Zap, Fire Spirits and Ice Golem to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Dark Prince, Fire Spirits, Zap and The Log. Also, if you want to win a match, you should not forget to use Miner in the best possible ways. Tap or click here to quickly add this deck to the game. 4. Giant with Miner Deck This deck has 3.5 average elixir cost. Its defensive potential is great and offensive potential is also great. Miner and Giant will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Mega Minion, Giant, Dark Prince and Electro Dragon are your investment cards along with Prince. You can use Zap, Fireball and Electro Dragon to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Dark Prince, Giant, Zap and The Log. Also, if you want to win a match, you should not forget to use Miner and Giant in the best possible ways. Tap or click here to quickly add this deck to the game. 5. Miner Deck This deck has 3.0 average elixir cost. Its defensive potential is great and offensive potential is good. Miner will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Spear Goblins, Bats and Dark Prince are your investment cards along with Prince. You can use Giant Snowball and Poison to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Bats, Dark Prince and Barbarian Barrel. Also, if you want to win a match, you should not forget to use Miner in the best possible ways. Tap or click here to quickly add this deck to the game. 6. Goblin Giant Deck This deck has 3.5 average elixir cost. Its defensive potential is great and offensive potential is also great. Goblin Giant will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Mega Minion, Musketeer, Dark Prince and Goblin Giant are your investment cards along with Prince. You can use Giant Snowball and Fireball to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Dark Prince and Barbarian Barrel. Also, if you want to win a match, you should not forget to use Goblin Giant in the best possible ways. Tap or click here to quickly add this deck to the game. 7. Battle Ram Deck This deck has 3.3 average elixir cost. Its defensive potential is great and offensive potential is also good. Battle Ram will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Ice Golem, Musketeer, Dark Prince and Bandit are your investment cards along with Prince. You can use Giant Snowball, Ice Golem and Fireball to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Dark Prince and Battle Ram. Also, if you want to win a match, you should not forget to use Battle Ram in the best possible ways. Tap or click here to quickly add this deck to the game. 8. Golem Deck This deck has 4.0 average elixir cost. Its defensive potential is great and offensive potential is also great. Golem will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Mega Minion, Baby Dragon, Dark Prince and Golem are your investment cards along with Prince. You can use Giant Snowball and Baby Dragon to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Baby Dragon, Dark Prince and Barbarian Barrel. Also, if you want to win a match, you should not forget to use Golem in the best possible ways. Tap or click here to quickly add this deck to the game. 9. Miner with Mega Knight Deck This deck has 3.5 average elixir cost. Its defensive potential is great and offensive potential is also great. Miner and Mega Knight will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Bats, Skeleton Barrel, Dark Prince, Inferno Dragon and Mega Knight are your investment cards along with Prince. You can use Zap (your only option) to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Zap, Dark Prince and Bats. Also, if you want to win a match, you should not forget to use Miner and Mega Knight in the best possible ways. Tap or click here to quickly add this deck to the game. 10. Giant with Miner Deck This deck has 3.5 average elixir cost. Its defensive potential is great and offensive potential is also great. Miner and Giant will naturally be a win condition for you, but you can consider supporting it with your free troops. Please don’t forget Mega Minion, Giant, Dark Prince and Electro Wizard are your investment cards along with Prince. You can use Zap and Fireball to stop both air and ground swarm units. You should use Prince troops in harmony with cards like Giant, Dark Prince and Zap. Also, if you want to win a match, you should not forget to use Miner and Giant in the best possible ways. Tap or click here to quickly add this deck to the game. The Prince’s Jotus Tips & Tricks I can offer some tips and tricks for this game mode. If you don’t like my suggestions for decks, you can check out the tips that will help you create a deck and play. I am not claiming that these tips will make a big difference. At least they’ll tell you what you’re facing. If you want to counter Prince, you should bring some of these cards to your deck: Barbarians, Minion Horde, Elite Barbarians, Tombstone, Valkyrie, Skeleton Army or Guards. Prince can counter Tesla, Giant, Wizard, Bowler and Executioner. Therefore, I do not recommend you to trust these cards. It may not be a great suggestion, but you can get support from swarm type cards. In particular, Skeleton Army and Guards will be your two biggest friends. I can say that Double Prince decks are effective. However, while the game is already giving Prince, I do not find it right to get Prince again. With the help of Prince, you can consider creating a big heavy push. It is important to have the right cards for this. Miner decks can be very interesting. You have won a natural tank. So you can damage the towers little by little. 10 Best The Prince’s Joust Decks Arctic Wolf View the full article
  18. Submitted By: Soul Crusher Watch Now: #1 IN THE WORLD! 8,026 TROPHY EASY GOLEM DECK!
  19. “DeckChallanger” - Worked on this for two months… Lets go: ​ Incorporates deckbuilding and poker-ish strategy thinking But also: ability to bluff, surprise and outsmart your opponent. ​ Purpose: To enhance the tension before the game, and get at the same time rid of the “rock, paper, scissor”-problem. Either a CR game can look like this: Two players select without any regulations - thus, it is completely random - each one a respective deck. The only tension created, comes from the fact that the two players have no idea what deck they are facing. This often results in unfair matchups, where the winner is already decided from the first 1-2 minutes of the game. So... if the matchups already are made in a random way: → why not make the <<Random part>> a bigger part of the game...? ​ This gamemode will make everything more challenging and diverse on a level never ever seen before - and fun at the same time - and not only fun. But a ridiculous level of fun with new and fresh mechanics, that will never seem to get old and boring. [I think this gamemode even could awake CR from the dead] The gamemode is that good. And guess what? I don't care about the money! I could probably sell this idea, but no. I want to share it with the community. Because I love Clash Royale gameplay, but the peak potential of the game is so far away. This gamemode would take the CR experience from a 2/10 of its possible ”game potential” to a staggering 10/10, if not 11/10... (imo) Every day a week, this gamemode would never ever get boring: So... let's explain this, and stop talking: ​ - A luck based wheel decides the two decks facing off eachother, a primary and a secondary time - Before the wheel is spinned, both players has to select one wincon (one circle sector) each, that gets banned from the wheel in their match - Each sector in the circle is consisting of every win condition (or perhaps another regulation that will challenge the player to build a deck: like ”5.0 or more” or ”2.5 or less” and so on (and for these special ones, the advantage is the the player gets to pick the win condition by himself, but has to compensate that by getting around the challenge of the regulation) - Then you build your deck from an empty cardslot-interface, from the ground up. - Every win condition has a group called ”hardcounters”. Since the player knows the opponents win con (in the case of that regulation) - he can pick a hardcounter that fits with his deck - his regulation - but also hard counters the wincon from the opponent - If a ”neutral” wincon gets selected, like the Pekka or Mega knight, a maximum of 1 ”firsthand” win con can be added - Also, the miner, skeleton barrel and rocket (I could have forgotten someone) has a special category as ”secondary win conditions”, and can be added to any win condition, but max 1 of them - All of the other cards can be chosen when building the deck If matchup is defined as ”advantage to one player” - For example [ballon - ramrider] —> the player in disadvantage gets to pick two hardcouters, while the one in matchup advantage only get to picks one hard counter for the opposing wincon Max 2 small spells (not tornado, including royal delivery) Max 1 big spell (including EQ) And ofcourse - Max one hardcounter to wincondition (if defined as equal matchup) When you have built your decks, you lock them in. Then you have to show 1 of your cards to the opponent. You can pick by yourself what card to show the opponent. Here lots of different strategies will develop, for example: bluffs, surprises or to just outsmart your opponent into thinking you have a deck that you may not use, different strategies and of course reversed psychology. Then you get the ability to change two cards in your locked deck, but only two. But the card you show and your wincon, are locked, and cannot be changed. Then the same thing happens to the other player. This interchange of cards happens one time, and then a second time - showing your opponent a total of 2 free cards plus your given win con. (The card you choose to show is automatically locked, and very much like your given win condition, can not be interchanged.) Then the decks are finished! This adds up to the tension before the game like never before, and creates a whole new level of strategy. Instead of just saying ”of well, this is an unfair matchup. What a shame.” That part of defining how the matchup is random, is now THE defining part of the game that makes it so interesting. There is so much potential to be captured here. Really note that. This maybe even could bring CR back from the dead, and enhance the esport side of the game, but LIKE A SHIT TON. This not only makes the game more developed and skilled in a new way for the pros, but also gives viewers a new level of curiousness and tension as a part of every game, instead of just players picking a meta deck from some of the few viable archetypes in the current meta, and then it is pretty much rock paper scissor to see which one wins, because: matchup advantage is almost 100% defining the winning player today, in CR:s current system, when unfair matchups alline So, ultimately this makes the matchup less ”rock paper scissor”, that is Clash royales biggest problem right now. Players would have to not only need a skill to build good decks, but be prepared for anything, and create strategies for their own new deck, tailored for the opposing deck AT THE LIVE TIME as the game is played That requires <<huge>> skill. The level of skill in E-sport with this gamemode would be on a whole other new level - that's some good entertainment, let me tell you. <So, even if *the gamemode DeckChallanger,* may start with a luck-based and completely random system, to define the wincon matchup> - It creates a challenge for both opponents, that they need to solve with their <<skill>> Skill 1. +It is up to the players SKILL to first build a deck that counters it in a FAIR way (with all the rules)+ Skill 2. ++And finish the game with even more skill to create real time epic strategies in game, tailored for that specific matchup++ [I can guarantee you that this will create results, like when someone has the advantage in matchmaking defined by their wincon - but still wins a CR game because of the deckbuilding skill and real time strategy combined with quick reaction and precision gameplay.] —> this would be a new level of CRL entertainment (but also as a Casual/Competitive mode IN the game for normal casual players) Also, since every wincon will be inte the game, you can't get a weak card. That would not be fair. So ebarbs for example. They are too weak on ladder - well, buff them to the viable point in this particular gamemode. But jezzz. Don't screw it up SC, have a separate feed of this gamemode-balances, and survey how cards are performing. This gamemode needs to have every wincon that is on the wheel, 100% balanced. ​ *Sidenote* - SCROLL PAST IF NOT INTERESTED, it is not relevant to the gamemode! (logical preposition for ebarbs when we're at it:) Motivation: “ ebarbs could be used as a counter pushing card, that's effective on defense, and after; be used in a counter attack. One problem today is their health, they die easily. And, since they are whole 6 elixir today, it is hard to combine other cards with them, to support them while active in game (Like ice golems, ice spirit etc). Therefore, make them 5 elixir (IN ONLY THIS GAMEMODE), but set their crown tower damage to 40 - 60 % of their normal damage - since they need to be able and two-shot ranged support troops like wizards and musks, because it is one of their main interactions (They have a slow hitspeed, but when they do get their shot in, they are effective, and can quickly move on to a different target, like a giant) . This way, if an ebarb gets to you tower, it won't punish you as much, and the ebarbs can easily be killed on offence, since they have such low HP - if the opponent doesn't support them with more elixir” I´m just using common sense here guys, don't be hard on me. But I think that would make ebards more of a card that has a place in the game, an ideal way to use them effectively, that every card should have a clear definition of: Like most other cards. Right now, ebarbs have too many things that they are good at, and way too many things they suck at. This idealized concept of them, would actually make them quite unique in the game, and add a new nuance to the possible card-choices for counterpunching tank killers. The other problem is also that they are way too rewarding when reaching the tower - but also way too undervalued when used on defence - since they die so easily, and bam: 6 elixir down the drain, and you can't support them with other cards, because of their high cost. → Therefore it could be tried to see what happens if they cost 5 elixir, and had reduced crown tower damage. If they are to strong, lower their HP to balance out the question of how hard it should be to kill them If you are not using this thinking process when balancing cards already SC (cause of your history, lol XD), maybe take some inspiration: because I have a strong belief, in that [Every card in the game has a place, and can get balanced. There are no such things as: “Bad designed cards”, that just a sad excuse] - imo *Sidenote finished* ​ ​ This would basically be the peak of CR potential - if we get this gamemode in the game - or at least in CRL... imagine this, instead of 2v2. (If you have lost track, read the paragraph over the sidenote again”) The purpose of this gamemode is to enhance the player's ability of deckbuilding, incorporated into the gameplay. The player also has to know what cards fit good with exactly every archetype. This gamemode would make for an extremely DIVERSE and always FRESH and SURPRISING gameplay, never seen the likes of in CR history. That's of course depending on the pros innovative skills… and them skills bro… they will most certainly create a good basis for this. This is the gamemode that I think everyone wants, including the developers of Clash Royale. They have always been nagging about making a gamemode, that is more diverse and has deckbuilding as a bigger part of the game itself THIS. IS. IT. The gamemode would also be extremely, EXTREMELY entertaining to BOTH: - watch, for example CRL, because we would get to see what cards they are picking, and see their strategy - made under pressure and small timeframes. This would add soooo much content to commentary for the casters. Extremely interesting. Pros have to be wearing soundproof headphones, we also need to check microphone-cheating way more in this case of gamemode - since the audience knows the decks that are facing off - but the players don't. They only know 3 of each others cards - Or as a gamemode in Clash Royale, live time with random players. Imagine playing this, as a casual gamemode, or as a separate ladder with kingtower level brackets... (*orgasm*) The ”balance-rules” of this gamemode would be : - ”what cards are defined as hardcounters to each wincon?” - ”What matchups are defined as; advantage - to one of the wincons facing each other?” The cards in each group could be a subject to change, very much like the balance changes each month. It gets better and better the more we get experienced within the gamemode TELL ME WHAT YOU THINK REDDIT! I can't wait to hear your thoughts. Let's make Drew of Seth hear this. We could be changing the way CR is played - FOREVER! //Cheers:) ​ P.S This mode - could be a new "competetive ladder" bracket. SERIOUSLY. (Like you just read way less than half of the total text:) Main notes: - Supercell needs a healthy relationship with their playerbase (They don't really have that now) - The player should be offered a small piece - a limited, but still fair opportunity- of the beautiful game they are working on - for <<free>> And theeeen... - If the players tries it, loves it, and decides - “I WANT MORE, I think the money is worth it” , that's when you as a free-to-play game developer offer the player a less limited offer, for real money - for example a pass royale with mer premium features (Still not changing the game mechanics tho, just progression, but not in pay to win way. In a “Pay to experience less grind”- way) You´ll understand more soon! That is a healthy way to make money. You as a free to play game developer should give players the <<freedom to choose>>, and if you make a damn good job - you should automatically get more money, BUT IN A FAIR AND HONORABLE WAY The system SC today uses in today's ladder, with pay to win walls from the gem-currency: - That has to be the worst business model to make money on a free to play game. That's a fact. It doesn't matter how much supercell has made from these games, they could have easily made way more with a more healthy business model. But... there is hope! Because, with this gamemode, I would stand by the opinion to say: - Clash Royale would not only be the BEST mobile game ever made - But perhaps, one of the best games ever made on this planet. THAT HOW MUCH POTENTIAL THERE IS IN THIS BEAUTIFUL GAME - in my opinion —> but supercell doesn't see it However - I do. With my vision for supercell though, if I were in charge: I would incorporate this gamemode, in a <<premium>> way with the pass royale each month if they give me this kind of freedom and gameplay opportunities - and a need to grind less. —> I would pay for that pass royale. That's how much fun I think CR is So let me present the business model: - FREE CHOICE: 5 free daily matches on this gamemode. You get 5 new ones every 24 hours, and if you can't play for 1 day, there is a bank that can store a maximum of 10 matches THIS IS LIMITED - but free. You get the taste of brilliance and entertainment - PREMIUM CHOICE: 15 battles every day, and banks that store up to 3 days of not playing - 45 battles capacity. (This would be the current passroyale) THIS IS FOR THE ENTHUSIAST. If you have a good logistic when playing - this will be enough for anyone - for a small monthly fee (the same value as a cheap lunch in town - is CR DeckChallanger worth that to you, personally? - UNLIMITED CHOICE: a new more expensive version of pass royale, like ”legendary pass” gives you an unlimited amount of matches. THE HOLY GRAIL. No boundaries. Infinite fun. BUT. IT. IS. YOUR. CHOISE. *More in depth:* You get the mode in lv 9. But when you start over for each season, you get to CHOOSE what kingtower leauge you wanna play in: if you are king tower 12 for example, you can't access the lv 13 league, but can choose between king lv 9 all the way to lv 12. If you choose lv 9, you will have a better opportunity to level up most of the cards you will use in the game when building the diverse possible amount of decks. Since versatility is key, this will improve your chances to perform and reach higher. In lv 9 league, the seasonal end rewards are the lowest point in the pair of leagues, though. So you have to compensate for: FairPlay- and The size of rewards —> BUT IT IS YOUR GOD DAMN CHOICE Then again, if you are in kingtower lv 12, and have most of the card you still will do fine with, at lv 11 and some at lv 10 → Then maybe, it is worth the sacrifice of lowering the FairPlay to king tower league 11, but increasing the potential rewards - as you progress on the global leaderboard for your bracket. Each season you pick what kingtower leauge you wanna bet on. (The more wins you have, the higher you get on the GLOBAL leaderboard for your separate king tower league. If this is a trophy system or just K/D, it's up to supercell to decide, or you guys on reddit.) I prefer the good old trophy system, and then we incorporate your highest ever reached trophy number on OLD LADDER, to define the starting place you will have in your kingtower bracket. Therefore, you will get an advantage if you are high on ladder - which is heavily dependent on spending money on the game via supercell’s current method, so that you need to, agan: Spend money on the game - and SC gives you advantages in fair ways - which makes supercell sustainable money making company - still because of this game mode. This system will also not compete with ladder, since you won't be having “Your own deck”. This gamemode will hover ever be a method, to get more resources, to upgrade your cards for the normal ladder - that the current supercell-business model for making money, is in charge for. So the higher card levels you have, the easier it gets to have more cards in higher levels - to compete in leagues with higher rewards - and again: spending money on the game gives you an advantage to progression BUT! The player WHO WANTS to play CR fair play, can still do that with a fair-cost passroyale and in lv 9 - with low rewards, but again: with fair play. If you on the last hand thought, do completely fine with only 5 matches a day (or how many SC would evaluate that to be sustainable for them), then you don't even need the pass, but: you will start way lower in your king tower league each month have to push for longer ro reach the competition of your skill level the rewards are crappy thus is a disadvantage in ambition, energy consumption and time, but it is still FAIR PLAY. AND FAIR LEVELS when doing the grind. The frustration being created, will be way different than the one on ladder. That feels like just pure pain ass bullying… to be real here. If you want to do that extra work, do that good old grind, IT SHOULD BE UP TO YOU, THE PLAYER, However: If you feel like skipping that extra work is worth a pass royale to earn more gold, play more matcher every day, to upgrade more of your cards, to reach higher ladder records, get better starting place - and finally be able to progress <<faster and more effectively>> to compete in higher leagues for more rewards - that´s in this business model - up for you, and ONLY for you to decide. *next:* My last wish or idea is to have live spectating on top 500 on each of these king tower brackets, where live matches are in a little interface, so that you also easily can find the live ones. This way: You can just log in to CR, play a few games, but then if (lol, WHEN) you get frustrated chill and watch a few pros play, get inspired - and then get in the game again with that new motivation and focus! THIS IS WHAT CR NEEDS TO STAY ALIVE, and not in a few months, or a year, NOW! Supercell, spend the work on this, instead of making amazing looking new arenas every month that we then throw away and never see again... We have plenty of arenas now! Save yourself that work, vary insead between the beautiful 15-25 arenas we now have (why not have some lower season arenas a few times a year? That would still be refreshing for the +4000 trophies players) All while developing this system instead. I also think this tops the clan wars update, but if you could start working on this as the next project after the CW update, that would be amazing. And I mean... the work that needs to be done, are just a couple of interfaces that take care of the logistical system. No new arena. No new animation with cards. No boats or whatever the huge and complex stuff that you have worked on in the new update. THIS IS VERY SIMPLE COMPARED TO THAT —> and still... still this would be so much more: EFFECTIVE on both Grade of how healthy the relationship is with your playerbase Money income, on a predictionable and regular basis each month with the increase of passroyale purchases *** Let's leave that for now, and look at this idea I have… for the community in Clash Royale: <<This is important to help spread this gamemode in our community:>> Shoutout to LEGENDARAY! I know you are reading this, if my comment gets upvoted ;) been watching you and your creative ideas for over a year now. Been there since like 12k subs- so you kind of owe me not just this- but all of your subs, and everyone else in the world: that loves Clash royale, but doesnt play it any more because it is so far off its maximum potential of being a both FAIR, COST FRIENDLY and FUN game To Legendaray: If you see the same potential in this gamemode as I do, please make a Concept video of it. Both explain, and literally play it with one of your friends or co-lab with other youtubers - for example KFC (would be awesome) (This is possible, because the gamemode is so simple to develop. It is just basic logistics) You are studying engineering, very much like I want to do (just finished high school baby, and I got into design engineering - my dream - in Sweden!) - so I know that you not only <can do> this, but do this <gooood>. Damn good. Together with my idea, innovative skills and ability to make a well thought out basic described concept - combined with your videoskills, problem solving-ability AND your youtube channel that has blown up recently... We. Can. Change. CR. Forever. I mean this dude. That's why I'm hyping this up... We can not only make an awesome concept and create some excellent content for you channel: But we can spread this to a whole other and new level than never ever possible before. (Cuz you are very smart, and have a youtube channel AND looks at reddit!! All at the same time.) It is meant to be Here is how you (or anyone else that feels entruiged) - can do it. - Make a virtual luck based spinning wheel, or a physical one (that would be AWESOME) with every win condition and/or also with other types of regulations the deck should be built around (for example [5.0 or more]) - on all of the many circles sectors on the ”spin the wheel” like wheel-thingy - Then you spin the wheel, and see where it stops *intense thrilling musicccc* - Switch to the deck building interface with empty cardholders (the wood thing-slots), and have a small animation that locks the wincon that got chosen by the wheel, for example: ram rider - Then the same thing happens again to the other player - now the players vote for how long they wanna build. Tryhards will go for the lowest allowed, like 10-20 sec, but noone will be able to pick a maximum of... hmm lets say 40 sec. The middle point between the votes, decides the time both players have to build their decks - A timer starts ticking down : 3, 2, 1, START BUILDING! *creative, intense music* Display both players at the same time. For each player: Facecam, Mobile cam, card collection of the hardcounters you can use one of, spells, ground attackers ect. All the categories in a pedagogic way to more easily build a deck, and display at last a separate 8-slot card holder that shows the deck´s cards being inputted over time. - The less time you have to build a deck, adds to the skill of having diverse knowledge within every win condition, thus: what cards fit ”in the current meta”. (Haha I always hear your voice there) You really have to be up to date with the cards that will fit with any wincon or archetype - Time stops. If you do not make it in time, the remaining card slots will get a random card. - The first player gets 10 sec to pick a card to show. - The card is shown to the other player in 3, 2, 1, GO - The other player (he is named player 2 from now on) gets 15 sec to change two of his cards 7 cards. - Then player 2 gets 5 sec to decide what card to show: 3, 2, 1, GO - player 1 gets to change 2 out of his 6 cards, since the one that he exposed earlier is ofcourse locked - Then, player 2 again gets to show one card again, because that is more fair. (If you do not get that, think again.) Anyway - the same thing happens again, but he also has only 6 cards to choose from. - At last, player 2 gets his last, and second chance to change two of his cards. If anyone plays poker, you should be noting the vibes right about now;) - and that's it! That's how you can make a fun concept video of how this game mode works, and then actually play. We don't need supercell to check if this is fun! Us, we in the community can do that by ourselves, and then publish it on Legendarys channel, to get feedback on if this is something the game wants. Together we can do some amazing stuff guys! Lets change Clash Royale forever, together! They can't ignore us if we do this really well. And if we really want this, then use that motivation to really get this concept video top notch Legendaray-quality. Let's continue on the gameconcept a bit more thought, got some more ideas: Now the match plays out much like any other, but you know 3 of the opponents cards, and you also know [that your opponent knows] 3 of your card in the deck, and you know which one you have showed (if you have a normal IQ memory) The last thing you <<could do>> to the concept, is to add a crowd and commentators to this. Try to see how that works out. Let the casters have a prep talk about the players: THIS IS JUST FOR <<INSPIRATION>> for example: (I'm trying to add some bad humor in to this - so that is is just like the CRL we all love) ”Hello and welcome to CRL west, spring 2020! This day we will be starting off by talking about our week top crl player, KFC, that will be kicking off the season today in just a couple of minutes.” (KFC is a content creator known for making a fool of himself - for entertainment) - Yes that's right [other casters name] KFC is looking real focused down there, but hey! Now he is looking at us, and he is still looking at us...? *5sec pass* now it is just weird - what are you doing down there KFC? *KFC smiled and says ”ha! Gotd you!” *But you can't hear him, only see him and his awkward gestures* *casters* - Ooookey... anyway! At Least KFC is looking to be having a real fun time down there! So, KFC as I was about to tell you, is known for his lethal choice of quick deck building time frames to stress out his opponents, but always tends carefully select what cards to reveal in his deck - to lure and surprise his opponent with an innovative deckbuild” - ”that's right [other casters name], in just s few minutes we will get to see him in action” Wheel is spinned: ”And here we go! Kicking of the first spin of the day. [wheel spins] ohhh and it is looking to be... the ram rider!” *Fill in the commentary between with some bullcrap here etc, you get it* Player2-wheel spin: ”The second spinn of the season starts... now! This is going to be a good one, let me tell you that [casters name]. *other caster* ” That i for sure can reassure you of, because it is looking to be the Pekka!” ”What a way to kick off the season. It will be interesting to see how this matchup turns out...” - Yes that's right my friend, you can just see the sheer tension in Legendarys face. He knows he's up for not only a deck building challenge, but also a real-time problem solving when playing to get his ramrider around that moma Pekka. He has got to outsmart him somehow…” The deckbuilding begins: ”Oh, looks like KFC is going the other way today, with some conservative card revealing - While Ray on the other hand is surprising us by showing his big spell!” *surprised, chocked, stunned* —>*other caster* ”Yes that's right [casters name], that not something you see happen every day” The match begins: ”Okay! Let's go, this match is looking like a real thrilling one, and the smile on Rays face actually seems to be making KFC nervous of what's to come” *other caster* ”to be honest, I have quite frankly never ever in my career of CRL - seen a pro player look that terrified as, KFC does right now. Lets lean back, and have a good look at this game.” After that, the rest is just like the already existing seasons of CRL... - But! With waaay more entertainment, and possible outcome of amazing results, when pros wins - even when getting a matchup disadvantage in the beginning by the spinning wheel… The end: ”BUT THE PEKKA GETS TORNADO’D AWAY!! AND THE GOBLIN CAGE IS’NT IN CYCLE THIS TIME FOR KFC, AFTER RAY JUST BAITED IT OUT RICH! The ram rider is going to hit the tower! AND THE RAMRIDER BREAKS THROUGH, and Legendaray comes out with a clutch victory, sniping the win from KFC with just a couple HP - despite the matchups disadvantage Ray’ received in the beginning of the match… What a staggering prestige from Legendarays side! Yes my friend! That is som top notch Clash Royale gameplay right there, and this is just the beginning of CRL West spring 2020. For weeks to come, the show you now are watching will be filled with dussions and dussions of these kinds of matches, every, single, week. (Get the CRL exclusive membership for more content, green room and so much more...) So ultimately: ”The skill in the new mode DeckChallanger, lies not perhaps in knowing a small amount of certain decks in the current meta very well, but rather in adaption to the situation, and therefore a good pro has to be very diverse and versatile - and good at finding creative ways to surprise and outsmart his opponents in real time gameplay: —> in order to dominante in Deckchallanger 2020” //Cheers again! ​ Second and last "quick" P.S To supercell: Please add this as soon as possible to the game - if you decide to go for it. Start with just a launch of a <<casual gamemode, standard at only lv 9>> that has no ladder. Let us taste the game mode. Let us give you guys feedback. [Just a Casual - then it will require less work for you guys to let us try it out.] If you, SC, already here start to see a noticeable increase of pass royales being bought, put the stakes ever higher on creating a separate ladder for this mode - to create a competitive feel. That's when the money will start to pour in. ​ Trust me ​ Who am I? Winner in Halland county Sweden for being the best innovator the year 2019-2020 within the global young entrepreneurial organization JA Worldwide: Sweden. For reference: Sweden's population is roughly 10 000 000 citizens. (I innovated a theoretically proven to be working - solution to suspend a Spherical/Globeshaped tire for a wide variety of use cases within the global transportation industry with magnetic levitation and many other smart solutions - and then conceptualized a business idea, design marketing oand a plan to find investors… (still working on that company, doing all in my power to reach out to more investors for the best deal to my startup) ) And receiver of “E-max stipendium” , for being picked out as one of the 100 most innovative, entrepreneurial, impactful and creative senior-year highschool students in all of Sweden the year 2019 - 2020. (I have graduated now) This is what I do. And Clash Royale deserves it. I want no money, just my god damn beautiful beloved game to reach its maximum potential, in a sustainable and healthy way; For both the players and its company developer. ​ (Why do I tell this down here? This late?) \sidenote** If this post has gotten upvoted to reach high in the feed, it means that I have made it there in a fair and honorable way, just like anyone else that is anonymous on reddit. I presented my idea only, and captured the reader's attention all the way down here. I don't think it is relevant to know who I am, if my idea and concept doesn't speak for itself - of how frickin good it is. That way, you guys get more critical to the idea (Anyone could have uploaded this) - but when you sit there, have read it all, trying to be critical but you can't really find a weak spot Bam. Then this guy is not just some random kido - this guy deserves a bit of respect. \sidenote finished** ​ From your neighbour, country Sweden. //Cheers! - for the billionth time... Nils Bjerger, Halmstad, Halland, Sweden ​ AND REDDIT: TELL ME WHAT YOU THINK. ​ bye ​ ​ ​ But… not just yet. Hehe (A lot of text down here for supercell, or anyone else that is interested in business, future technology and innovation) note this supercell: The idea and concept of DeckChallanger, is only one of the many Ideas <<I have>> for Clash Royale. However… This is the only one you will get for free. And - this is not even the best one, this is just the one with the most: favorable effect on the game, in the ratio of: The need of money, work and energy to go from concept to practically working - in ratio to - The effect the finished concept has on the game. This concept has the highest ratio in that aspect amongst my other ideas and concepts for CR. Other than this concept - I have multiple ideas and visions for how we could completely change the general view of what Clash Royale is, and what it could become in the future… If you decide to work on this game mode, launch it, and then notice the significant increase in Pass Royale purchases not only the first month, but keeps at a constant high throughout many months - <<that I am already now predicting here, right now in may 30th, 2020>> Hit me up. If one of my ideas made you that much money, just imagine how much money you would make if you got all of my ideas: Both the Best ones, the more Huge ones and the Smaller ones. Try imagine what is inside my head, if this idea, the DeckChallanger, made you that much money By Itself. Therefore it might be smart to get my contact information right now already, if you guys decide to go for my concept gamemode. I wouldn't be offering this to just any game. I only want to do this with Clash Royale, because this game is the only game I truly love, and have really deep knowledge in. After many years of playing with the innovative thinking process I have - I have not been able, to not, start developing ideas for the game. They have just appeared naturally. So, if you decide to hit me up, what would I want in return? **I tell you that in my other post** So. That why I´m going to tease my <<other>> top 2 ideas: ** They did not fit in this post. Go to my profile to see the other one (New account so I will only have two posts)** Let's make a clear structure for the vision of for when new gamemodes gets added to the game, and what purpose they would be serving: LADDER - The main mode. Play all day, choose your deck - but levels are unfair You need a method to get more resources to upgrade your cards... - Beneath this main gamemode, there are other gamemodes to be played along side ladder, that when played - gives you resources - to upgrade the cards for the main mode: Ladder Therefore since Ladder already is unfair - why ALWAYS make <<close to all>> of the gamemodes supporting the main mode: ladder - also level dependent? - The list of supporting game modes: Clanwars Classic and Grand challenges (If we had tickets in chests, that would be nice.) Special challenges Global tournaments - My idea is to <<add>> in game modes in this category, with the focus on Fair Play, and a Freedom to the player. The gamemode then offers a free version of its brilliance: And then it is up to the player if they want more → get a pass royale. That moral works fine with any human being that I have ever met. This way, haters probably gonna say: “AHH, YOU ARE ONLY ADDING NEW STUFF FOR THE PAYING PLAYERS. AND THIS IS SUPPOSED TO BE A FREE TO PLAY GAME?!” But you can calmly respond with the obvious argument: “So <<adding>> the gamemode that gives you 5 free daily matches, and a bank of max 10 - is not free content? Isn't that <<more content>> that gets added to the game, in the supporting category to ladder - the main mode - to get more resources - to upgrade your cards? Think about that. Anyway: The category could look like this, If my ideas were added: DeckChalllanger, bracket king tower level dependent seasonal leagues A new Clan Wars system (This should still be completely free tho, only new modes get the new business model I am describing) [Idea 3] [Idea 4] [Idea 5] ….. And so on. (And don't forget my tease for the ESPORT side of Clash Royale…) (other post) That is the direction I would want to be taking this game. Clash Royale has a business model that is out of date in the free to play gaming-world, today. But it is not too late. Clash Royale is a beautiful game with huge potential, now after 4 in game years of development - A FRICKIN MASTERPIECE - and is more than possible to completely turn around and generate huge streams of income again/even more than before All you need. Are the right ideas. Not the bad ones, not the average ones, not even the good ones: But the necessary ones. * * Remember one thing from this. This crazy, but passionate guy <<knows how to>> completely reimagine the definition of what Clash Royale is and its status from all over the world, and throughout all gaming-industries. The potential you can't see - I not only see, but know is there. You could also at the same time get a stake in the potential future world leading company of autonomy, delivering spherical wheels to the whole GLOBAL mobility market, in monopoly (Only we have the new technology, we develop it highly confidentially) for the first few years: just by hitting me up. Only remember that when you are on the cusp of ignoring this offer. That's all I ask for, along with you testing this gamemode out with your developers: For the sake of everyone out there in our world: that absolutely loves Clash Royale. And the gamemode… You're gonna absolutely love it. ​ Also: Watch this advertisement from Supercell, and think about my tease for the future of CRL esport https://www.youtube.com/watch?v=4Jdp_dkduJc (You will look at it - from a whole new perspective…) https://www.youtube.com/watch?v=FBRWUwm0_gY And finish things off with this one above. Now you get the idea, so take that imagination, and look at this CRL 2020 spring first episode. Fast forward the first 5 minutes. https://www.youtube.com/watch?v=8tkqWCto7yg Do you guys see how polished CRL has become now? How it feels, like <<a real not esport, **but even a pure SPORT**\>>? (Despite the corona pandemic that took away the studio the casters are in, and the OGN arena. The feel of CRL is there, ands it’s real) Then imagine that (The beautiful 3D environment graphics and special effects) with the [number 1 and number 2] problems solved (that I presented earlier), and combine that version of how CR is played (for example DeckChallanger) - with the excellent format CRL now has developed, to be a real established esport that feels totally REAL, although it is all virtual. It is all about perspective. To open your eyes. To start dreaming. ​ Bye Kind regards: Nils Bjerger submitted by /u/Buff-Executioner [link] [comments]View the full article

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