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Found 273 results

  1. submitted by /u/Gcw0068 [link] [comments] View the full article
  2. submitted by /u/SupremeSaleem [link] [comments] View the full article
  3. submitted by /u/mercified_rahul [link] [comments] View the full article
  4. submitted by /u/Worst_Player_Ever [link] [comments] View the full article
  5. 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
  6. Especially if I'm playing it as control, ie, defensive and counterpush. And have fast cards in deck? submitted by /u/Arc_7 [link] [comments]View the full article
  7. submitted by /u/Nikola28Petrooounov [link] [comments] View the full article
  8. Hi all, I think it’s time we focus our frustrations toward the real problem. We know the Clash Royale team is really small (check the latest video zoom) call. I think that Drew and Seth and Dev team care about the game, but they can do only so much with the limited resources they have available. Its not normal for a game generating 2.4B to have a 15-20 person team. Software/Game Companies with much less revenue have teams of hundreds of people (if not thousands). Supercell is stingy and letting a unique and innovative game die - as a person that’s playing since Beta - I cannot just sit around and blame Drew or Seth for this. submitted by /u/TheKingIsBackYo [link] [comments]View the full article
  9. submitted by /u/produst129 [link] [comments] View the full article
  10. • 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
  11. submitted by /u/PM-ME-YOUR-PASSWORD- [link] [comments] View the full article
  12. To keep us more occupied they should definitely increase the frequency of the special challenges we get this month! submitted by /u/MagicArcher101 [link] [comments]View the full article
  13. submitted by /u/frickredditaccounts [link] [comments] View the full article
  14. submitted by /u/Miiki37 [link] [comments] View the full article
  15. Drew told us yesterday that he will host an QnA today? Will it be delayed 5 times like the update? submitted by /u/Miiki37 [link] [comments]View the full article
  16. First of all excuse me if I make some writing mistake as English is not my native language. I've been playing CR since October 2017 and it's been the only mobile game that has been installed on my phone for more than one year. In fact, I uninstalled it like a couple weeks ago. It's getting boring. Like...a lot. I've been following the CR subreddit and it's the first time that I've that almost everyone agrees that the game is dying and there's no reason to play it anymore, and that's very sad because it's probably the best mobile game that I've played. However, seems like devs don't care about it anymore. I'll list the main stuff that made me uninstall it and how to fix it: Lack of updates We haven't seen a big update since...April 2019? (Correct me if I'm wrong). Clash of Clans and Brawl Stars are receiving frequent updates and seems like we have to keep begging for a decent update ONCE A YEAR. They keep announcing small stuff as "big updates" but nope, adding a couple cards and a new Pass Royale is not a big update. Too many challenges (and usually pretty boring) Let's admit it, there are too many challenges. I stopped playing them like last summer. There's no point in playing them if there's almost a couple weekly challenge every single week. We have to fill our 4 chest slots, do our 4 war battles, get all the tiers and on top of that play like 20 more games on challenges with very poor rewards? One challenge every two weeks would be nice. And please, make more decent challenges. I think we're all tired of the games modes were X card is spawned behind princess towers every X seconds. Thats boring. Pass Royale Its a scam, I have to say it. I bought the first 4 Pass Royales and that was it. Emotes are very low quality emotes, skin towers are very poorly designed and there are not many more reasons to buy it aside from the rewards (which, in my opinion, are not worth 5 bucks). They should include better rewards, more and better emotes (possibly with exclusive emotes like the ice wizard or the ice spirit ones). Clan Wars don't matter anymore I was completely addicted to CR and I missed 1 out of 150 wars. At first they were fun. Now...I don't even care (and no one in my clan does). Game modes are boring (balloon festival, lumberjack rush and all those crappy game modes should be removed, no one likes them, just listen to our community) and rewards are often crap. Please, make a revamp or something, wars are just boring. New cards always look untested and the meta is shit How many times have they released a card and nerfed/buffed it the next month? Seems like they just create a new card and introduce it into the game without testing it. Sorry but a company that earns millions each month should be able to have people testing the game. Theres no excuse. And also, we've gone from good metas to the same story each month: golem, spam or hog. I can beat golem easily and hog takes some time, but spam decks are just annoying as hell. I can literally name a few decks I've seen around: skeleton barrel, bats, miner, firecracker, zap, fireball, goblin gang, spear goblin and maybe a couple more spam cards (like skarmy or goblins). I don't mind playing against some spam, but all I see nowadays is spam decks which are annoying as hell. I know it takes a lot of skill to play Xbow, Hog, Mortar...but spamming cards with a miner doesn't require a lot of skill and the meta is broken, even more than 3M days... There's no reason to keep playing anymore Its the same stuff every month: play, reach X trophies, get some rewards, maybe buy an emote from the shop, play a couple challenges and...thats it. There's no motivation to go higher each season. The game has been the same for 4 years and everyone has gotten tired of the progression system. There have been many revamp proposals on this subreddit on how to make it good again, but nope, they don't care. This game has been my fav game for 3 years in a row and its pretty sad to see it dying this way. Seems like devs don't care about it anymore and its just a cash grab, The community has presented a TON of new ideas and the only new stuff that devs come up with is "lumberjack rush". Come on. You can do better Supercell. submitted by /u/piernagorda [link] [comments]View the full article

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