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reddit Congratulations Seth/Drew, you just lost majority of the casual player base


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A recap of Supercell's mistakes

I've started playing this game back in June of 2016, when Clash Royale was still very new to the mobile industry. Let me tell you, every single month there was something new to complain about. X-bow (Molt hates it lol), broken ladder system and cards (Royal Giant, Ebarbs), broken cards such as the night-witch (2017), royal recruits (2018), overpowered decks such as log bait, and unskilled spam meta such as the egolem/witch meta in October of 2019. All of these are problems that were unfortunately introduced as the developers tried to implement new content to the game, but it happens. I can't just blame them for this, as they did try to fix it later on. What I can't forgive is how Supercell is blatantly trying to make a couple of bucks in exchange for new/casual players leaving the community. Back in 2018, Supercell completely changed the way trade tokens work, removing its purpose in the process. Back then you only needed 1 trade token per player to trade cards with. Because of this, casual players that could not get many legendary cards could use this to upgrade at least one of their favorite legendary cards to max level. A couple months later, Supercell decided that players were progressing too fast, whilst saying that they were trying to "fix" trade tokens that wasn't even broken in the first place. Players were of course outraged by this, and in the 2018 recap, Drew said that they will be fixing it again later on. https://www.youtube.com/watch?v=L6grys552go Of course, they didn't really fix it overall, as casual players still struggled to use their trade tokens just as much as they did a couple months before. Supercell's plan worked; they waited for the community to quiet down and made a mild change to trade tokens and deemed as "fixed."

2020 Clan Wars 2.0

I cannot believe that these developers decided to remove the core features from the old clan wars, that made it a great game mode for loyal, f2p players. Clan wars 1.0 was not great, and felt like a grindy chore, but it did reward players greatly. Need I need to remind you, I've been playing this game for over 4 years, while having spent over 100 dollars on this game. The 4 years and the 100 dollars I spent on this game, resulted in having... 15 maxed cards. We'll get to why that's important later.

Now what is the problem with this new update? Firstly, casual clans that have players that ACTUALLY HAVE A LIFE, only have around 10 maybe 15 active players. Now this in mind, these players who were in silver/gold leagues were able to get a couple thousand gold every 2 days, whilst sometimes obtaining gems and trade tokens. If these players were very skilled at the game, or was in a competitive clan, they would win almost every war day and collection day battles. I used to be able to get 4k-5k gold every 2 days. Now, I can't get as many wins anymore. For our war decks, we can only use ONE card per deck. This means that players need AT LEAST 32 maxed our cards in their card collection. Another problem is the fact that many casual players only choose to upgrade cards that benefit deck archetypes. For example, I specialize in control and cycle decks, which means that I never upgrade any beatdown or fireball bait decks such as royal hogs, golem, and lightning. With that being said, supercell forced us to master different deck archetypes, which forces players to become more skilled at the game. The problem is that we cannot just put for example, "Deck 1 as 2.9 xbow" or "Deck 4 as Classic Golem Beatdown" we can't do that because we don't have the card levels to do so! And, the people that tries to implement their maxed out cards to certain decks, it won't be as strong compared to the deck with those original cards. For example, hog 2.6 is very strong with musketeer and ice-spirit. If I try to replace musketeer with wizard, or skeletons with goblins, this deck won't be as strong compared to the original 2.6 hog cycle. And before you say card levels don't really matter, let me remind you that a level 13 fireball can kill a level 12 musketeer. 1 level difference could change the entire fight completely because of the different interactions they have. With that being said, most of us can only win 1-2 games everyday, resulting in around 1500 gold. If the players lose with their ladder deck, they might not even win any gold for the day. My verdict is to add level caps for every league, just like the old clan wars update.

This is the final, and in my opinion the worst thing introduced to clan wars 2.0, is how casual plans can't reach the boat race anymore. Seth and Drew, let me ask you how a clan with 10-15 active players could possibly get 50000 clan points, whilst having underleveld cards?

Edit: Oh right another thing I wanted to add was, the new clan wars update needs to bring back the fun gamemodes introduced in Clan Wars 1.0

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