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Ignatz Mouse

Member
Oct 27, 2017
10,741
Vocabulary lesson

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Deleted member 12933

Account closed at user request
Banned
Oct 27, 2017
152
Haven't been to this thread in forever. I'm laughing because most of the most recent posts are from members of my clan.
 

Agent

Member
Oct 25, 2017
79
New Update announced, not many big changes.



Summary:
  • New Goblin Giant Epic Card (6 elixir, Jungle Arena)
  • Trade tokens - Ability to earn trade tokens from challenges, clan war or the item shop to trade cards with your clannmates.
  • Simplified card levels - All cards will have the same level across the board so it is easier to tell what power level they are. For example, Legendaries will now start at Level 9 (currently level 1), if you max a legendary it will now be level 13
  • 2v2 improvements - see your teammates elixir, won't hide your king tower HP by showing your teammates cards, and a spectator mode improvement so you can see who played what cards
  • Clan War improvement - crowns will now count toward crown chest; the gold you win in clan battles will save and be given in your clan chest at the end of the season. In the clan war chest you can earn more gold or trade tokens
  • In the clan chat it looks like you'll be able to use your emotes based on when they showed the token system
Also, balance changes are coming tomorrow:
  • Valkyrie: Hit Speed slower 1.4sec -> 1.6sec
    She spins, she wins! Valkyrie has been the most popular tank over the last few months. When looking at her design, she is meant to be excellent at fighting swarms, but should be weak in 1-on-1 combat. Her quick attack speed made her a competent solo fighter, able to take Mini P.E.K.K.A to the brink of death. We have added extra weight to her axe, slowing her hit speed so that she's not as much of a terror against 1-on-1 specialists and Towers.
  • Royal Recruits: Damage +12%
    Royal Recruits struggled in two ways – they weren't strong enough on defense for 8 cost and lacked control over their placement. A damage increase should make them a more compelling defensive Troop and we changed their deployment to be able to overload one side. In addition, Royal Recruits will now be found in Clan War Collections!
  • Barbarian Barrel: Elixir cost decreased 3 -> 2, Area Damage -9%, Range shorter 7 -> 5, removed knock back
    Barbarian Barrel has struggled to find a place in Clash Royale since its release. We felt a cost reduction (with trade-offs) was needed to compete with other popular 2-cost Spells. Barbarian Barrel is now a very effective counter to Archers and Goblin Barrel, and can even be cast alone to threaten the Towers with Barbarian steel!
  • Witch: Hitpoints -3.5%
    Witch can be very hit-or-miss, if you find yourself without a counter she dominates the Arena like few other cards. This change will allow players to defeat her with Fireball + Log (or Barbarian Barrel!). She is still a Skeleton-spawning nightmare for those who don't come prepared, but preparing is a little easier.
  • Prince: Hitpoints +5%
    While the Dark Prince has settled into a healthy place recently, his counterpart needed a pick-me-up to compete in the Arena. For 5 Elixir, Prince was a bit fragile compared to other melee attackers, and this health boost will make him more formidable in combat.
  • Lightning: Damage +5%
    Along with Barbarian Barrel, Lightning has seen relatively little play despite the popularity of medium sized Troops. This slight damage buff will make it a little more compelling compared to the popular Fireball, Poison, and Rocket spells.
  • Royal Hogs: Hit Speed slower 1.1sec -> 1.2sec
    Who let the Hogs out? Okay, we did. Royal Hogs skyrocketed from a 1% use rate to being more popular than Hog Rider in Challenges! We don't think they are too far off from balanced, so a slight reduction in Hit Speed should reign those regal piggies into a healthy range without putting them back in the stables.
  • Cannon Cart: Range shorter 5.5 –> 5
    Last month we did a host of improvements to the Cannon Cart and made it just slightly too strong. We are happy with the increase in usability, but the very high win rate was concerning. Cannon Cart locked onto Towers so quickly that it was very difficult to block damage – even for exceptionally skilled players. A shorter range will give opponents slightly more time to intercept it, especially when played in the center.
  • Zappies: Changed reload mechanics
    These miniature zappers have been sneakily powerful for the last few months, consistently holding one of the highest win rates in the game despite steadily rising use rates. Their unique Hit Speed and reload time was causing some issues, so we made them consistent, by slowing down their first attack after moving but preventing them from being stun-locked by other Zappies.
 

LiQuid!

Member
Oct 26, 2017
3,986
Anybody tried Castle Burn? The Clash youtuber I watch Nickatnyte put a vid of it up a few days ago (he's bad at the game and pretty bad at explaining it lol) and it seems pretty cool. Kind of like CR but with light base building (resource nodes and "farms" to use Warcraft terminology) and instead of building a deck you have access to all the cards and can choose which 6 to build any given game, so there's more mid-match strategy while you and opponent try to counter each other. All while having a single respawning hero unit on the game.

Sorry if it's bad form to shill other game in Clash thread but this game is kind of losing me lately with weak updates and little incentive to want to play daily I barely even log in to do my daily crowns anymore. I dunno if this new game will capture my attention like Clash did, but it's a new evolution of the formula (kind of like that mobile Command and Conquer that EA showed at E3 will be) seems fun off the bat and has stuff like a single player campaign (it might be short but it's something to learn the game with) and daily log in rewards and quests so there's more incentive to log in.
 

Serpens007

Well, Tosca isn't for everyone
Moderator
Oct 31, 2017
8,129
Chile
So many updates, and they still don't fix the damn results screen after a clan war. It's unskippable and even worse it happens twice when you open the bag
 
OP
OP
SUBZERO-08

SUBZERO-08

Member
Oct 25, 2017
995
Nice, looks like it might be worth leveling up for me. I could see it potentially working well in a Lava Hound deck, replacing the Balloon.
 

DazzlerIE

Member
Oct 25, 2017
3,760
Shout out to our clan member Hige who got above 5500 this season. Is he the highest from any of our clans?
 

b33r

Member
Oct 25, 2017
1,013
Yep, giant, 3m, ram, pump, minion horde, bats, gob gang, and I think zap.
 

Agent

Member
Oct 25, 2017
79
Balance Update coming on 11/5

The way we approach card balance in Clash Royale is a combination of playtesting, listening to the community and looking at the stats. You can expect monthly balance updates to keep gameplay fine tuned and as fun as possible.

In this balance update we're taking a look at Royal Hogs, Tombstone, Giant and more!

Watch the quick-look video! Edit: The Royal Ghost is actually getting his Hitpoints decreased by -9%, not -6% as the video states. Apologies for the confusion!

---

  • Royal Ghost: Hitpoints -9%
The dead king has maintained a high level of performance throughout multiple metas, always floating (GET IT?!) above the acceptable win rate range. Despite counters like Prince, Valkyrie, and Knight having a strong presence in the metagame, Royal Ghost just keeps looking better. A health reduction should help keep him grounded.

  • Royal Hogs: Damage -6%
The King's personal pets have slimmed down a little bit! Each Hog had the same in-game Mass as a Hog Rider which made them push defenders out of the way a bit too easily. The lower weight and less damage should rein in the most winning-est win condition in the game.

  • Inferno Tower: Hitpoints +3%
Classic control-style decks have fallen out of favor recently. The natural predator to Giants, Lava Hounds, and Golems hasn't been as reliable in a world of Zaps, Electro Wizards, and Electro Dragons. Lasting a bit longer allows the Inferno Tower to deal even more damage.

  • Skeleton Barrel: Death Damage +62%
Skeleton Barrel deserved a buff, but we didn't want to encourage more Spell Bait style strategies. Increasing the Death Damage rewards players who can get it to a Tower and increases its defensive value as a blocker. When a huge barrel drops on your head from the sky, it ought to be enough to donk Spear Goblins into the ground... so it will!

  • Mega Knight: Hit Speed faster 1.8sec -> 1.7sec
Mega Knight is a bit too weak against single targets, we wanted to shore up that weakness without increasing DPS too much. While still countered by smaller Troops like Knight or Valkyrie, this should make the Mega Knight a bit more formidable 1-on-1.

  • Tombstone: Spawn Speed slower 2.9sec -> 3.1sec. When destroyed, spawned skeletons reduced 4 -> 3
One the linchpins of Beatdown decks like LavaLoon is being able to counter a wide range of punishing attacks with a single 3-cost Tombstone. Being a building up front and a swarm on the backend is very versatile and as a result Tombstone has held a very high win rate across multiple metagames. Reducing the total Skeleton count by 1 should make it less frustrating to handle.

  • Giant: Hitpoints -2%
For only 5 Elixir, Giant doubles as a powerful tank and a standalone offensive threat. While not overly powerful, Giant does overshadow the more expensive tanks as the centerpiece of multiple decks. This tiny health reduction allows the Tower take 1 less shot to take him down.

  • Magic Archer: First attack slower
Over the last year or so, the decks that bait out small Spells like Zap or Log have evolved into baiting larger Spells like Fireball. These decks are effective because many cards that die to Fireball have a very high payoff if they survive. Magic Archer is absolutely one of those cards, so we are reducing its initial Hit Speed to give opponents more time to react to his placement whilst reducing his overall DPS.

  • Cannon Cart: Hit Speed slower 1.2sec -> 1.3sec
The rolling, strolling gun-on-wheels has been the backbone of high-pressure Graveyard decks. With its ability to generate value on defense and become a huge threat on offense, we wanted to slow down its overall DPS. This should make it less appealing against traditional offensive options while keeping its two-way versatility alive.

  • Dart Goblin: Damage +4%
This narrowly beat an Archers health buff in the Community vote! The little masked goblin is a bit less popular than the sturdier Flying Machine. We felt that Dart Goblin should be a high-risk, high-reward card, so bringing its damage up a smidge should make him a compelling choice against other ranged attackers.
 
OP
OP
SUBZERO-08

SUBZERO-08

Member
Oct 25, 2017
995
Glad to see them finally nerf Giant. It's omnipresent on Ladder. I don't think the change will do much though.

The change to Royal Hogs sounds like they will barely see use again. I think the Tombstone only needed one of the two changes they implemented, and other buildings need a buff instead. The issue isn't that Tombstone is hugely OP, but rather that all the other buildings have been pushed out of viability by their nerfs over time. The Inferno Tower buff is so negligible I doubt it will do anything. The Skeleton Barrel change sounds interesting. Oh, and Dart Goblin isn't a "high risk" card at all. It's like Princess, you will almost always get value by playing it.
 

DazzlerIE

Member
Oct 25, 2017
3,760
Glad to see them finally nerf Giant. It's omnipresent on Ladder. I don't think the change will do much though.

The change to Royal Hogs sounds like they will barely see use again. I think the Tombstone only needed one of the two changes they implemented, and other buildings need a buff instead. The issue isn't that Tombstone is hugely OP, but rather that all the other buildings have been pushed out of viability by their nerfs over time. The Inferno Tower buff is so negligible I doubt it will do anything. The Skeleton Barrel change sounds interesting. Oh, and Dart Goblin isn't a "high risk" card at all. It's like Princess, you will almost always get value by playing it.

I use dart gob and it's a no brainer to just dump it at the bridge. Unless your opponent reacts quickly it's taking 400 damage off their tower. Such an underrated card
 

Ignatz Mouse

Member
Oct 27, 2017
10,741
Pretty happy about the Tombstone nerf, tho most of the decks that use it aren't too nasty to mine. Still, the Tombstone is always the most annoying part.

Giant is a huge part of my deck (yuk yuk) but 2% HP reduction isn't much of a change.
 
OP
OP
SUBZERO-08

SUBZERO-08

Member
Oct 25, 2017
995
I use dart gob and it's a no brainer to just dump it at the bridge. Unless your opponent reacts quickly it's taking 400 damage off their tower. Such an underrated card
Yeah, by the time you can drop something to defend it usually it has already locked onto the tower and will get at least 2 hits.
 

Agent

Member
Oct 25, 2017
79
Balance Update is coming on 12/3

Electro Dragon: Hitpoints -5%, First attack slower
The newest Dragon has come in a bit stronger than we would like! We are going to slow down the initial attack to allow a bigger window to react to placement. A Hitpoints reduction allows enemy Troops to defeat it easier and Lightning to take it down even if overleveled.

Royal Recruits: Elixir Cost decreased 8 -> 7, Hit Speed slower 1.2 -> 1.3
Royal Recruits were very strong at 6 Elixir but too expensive at 8. We are setting them to 7 Elixir with a slight Hit Speed nerf, ideally this finds a good balance for such a unique squad.

Barbarian Barrel: Damage -5%
We are absolutely thrilled by Barbarian Barrel's rise to prominence. It has provided a clear alternative to Zap and Log, but its win rate has been a bit too high. We are reducing its damage to match Arrows, preventing Archers from being defeated by the Barrel roll.

Tesla: First attack faster
Tesla Tower sits awkwardly for a bit too long before its first attack. The Electro Wizard and Master Builder took a wrench to their creation to speed up that first shock. This should make Tesla feel better as a reactive defense, especially for X-Bow decks.

Archers: Damage +2.5%, Hitpoints -1%
The humble pair of Archers have fallen out of favor for the longer range Musketeers and utilitarian Wizards. These tweaks fix several rounding errors and work out to a slight buff for the pink haired duo.

Ice Wizard: Damage +10%, Hitpoints -11%
Ice Wizard has been a balancing conundrum since his release. He outlives common Spells (like Poison) that kill much more expensive Wizards. In Arena Battles or Clan Wars, Ice Wizard is meant to kill Skeletons but this interaction fails if Ice Wizard is underleveled. These dual changes address both of these problems, ideally keeping the win rate roughly the same but introducing much more intuitive gameplay on both sides of the Arena.

Giant Snowball: Damage +14%
Giant Snowball is very fun Spell to play with, but unlike Barbarian Barrel it hasn't risen to compete with the other 2-cost Spells. We are raising the damage to match Zap, reducing the trade-offs between the two Spells. Players can opt for a slower moving projectile with Knockback / Slow or an instant speed Stun.

---

Changes going live 12/5...

Elixir Collector: No longer appears in opening hands
This Elixir generating building has been one of the most polarizing cards in the game. It warps match ups more than any other when it is in your opening hand. This change will make Elixir Collector always in the 5th to 8th slot in your deck, requiring a bit of action before you can play the first Collector.

REWORK!

Freeze: Duration 5sec, deals Area Damage
Freeze has been a difficult card to balance because it scaled on time duration instead of Damage or Hitpoints. We have decided to rework Freeze into a consistent duration with a small Damage value. This makes it competitive with Tornado as a lightly damaging control card that can swing a battle on offense or defense.

Some interesting decisions on this months changes. I suspect freeze is going to be annoying to deal with. I think their intention of the Elixir Collector change is to nerf the Golem / 3 Musketeer meta decks, but I don't see them changing much. It's not like those players always had a collector in their first set of cards as it currently is anyway. I like the Giant Snowball changes. I'm actually looking forward to the Royal Recruit change. They're a fun card to play, and I think were actually somewhat viable in draft challenges as it is.
 
OP
OP
SUBZERO-08

SUBZERO-08

Member
Oct 25, 2017
995
The balance changes look pretty good to me. I'm not sure the Archers change is going to do much, but we'll see. I would have preferred them to increase their range slightly. Barbarian Barrel definitely needed the nerf, and Giant Snowball should be pretty good now.

I agree on what you said about Royal Recruits, they're a decent card in draft. I'm quite happy about the Elixir Collector change. Nothing's worse than your opponent dropping an Elixir Collector as their first move and your counter to it being at the end of your rotation.
 

Ignatz Mouse

Member
Oct 27, 2017
10,741
i am stuck near 4800 trophy level. Its very tough for me to go up now. I am using giant 3 musket battle ram deck.

Oh, I hate that deck.

There are decks I can beat handily, and there are decks that I struggle to ever beat, and then there's that deck, where I often (maybe even usually) beat it but one slip-up and I'm toast.

What are your card levels, and how close are they to going up?
 

tusharngf

Member
Oct 29, 2017
2,288
Lordran
Oh, I hate that deck.

There are decks I can beat handily, and there are decks that I struggle to ever beat, and then there's that deck, where I often (maybe even usually) beat it but one slip-up and I'm toast.

What are your card levels, and how close are they to going up?

All cards are level 12 except 3 muskets are level 13.

...king tower is also level 12.
 

Ignatz Mouse

Member
Oct 27, 2017
10,741
I would say that you are doing very well relative to card level, then. I assume you face and beat people with higher cards/king quite often, no?
 

DazzlerIE

Member
Oct 25, 2017
3,760
i am stuck near 4800 trophy level. Its very tough for me to go up now. I am using giant 3 musket battle ram deck.

You're doing great to be that high with a Level 12 King Tower. I think you're just pushing against your upper limit until you get to Level 13. Most people in that trophy range have a maxed deck and 13 king tower. I know I do
 

Agent

Member
Oct 25, 2017
79
The first of two update sneak peeks has been released. Since the Freeze and Elixir Collector updates are going live on Wednesday, it is safe to assume that is when we'll get the update.

Update Sneak Peek #1 video: https://www.youtube.com/watch?v=s67c93v1njk

Summary:
  • Star Levels will let you upgrade your fully maxed cards to have new cosmetics and deploy animations.
    • Star Levels are unlocked with Star Points
      • Star Points accumulate once your King Tower is level 13
      • Every card you donate or upgrade will award star points
      • Star Points will be awarded retroactively for those who are already level 13
    • Star Level 1: New deploy animation and gold card border
    • Star Level 2: Cosmetic changes
    • Star Level 3: Even more cosmetic changes
      • Note: not all cards will be able to get to star level 2 or 3 on this update, some will be added in future updates
  • Super Magical Chest is getting replaced by a Mega Lightning Chest. It has the same content as a Super Magical Chest, but you'll be able to strike out 8 cards to replace them. This will be nice so you don't get 23 clone spells.
  • Trades will now require both players to have the same token. Tokens will be dropping more frequently to accommodate this change.
  • New 1v1 game mode, Heist Mode is coming as a play off Brawl Stars. Each player will attack their opponents safe. It is essentially touchdown mode with a vault (king tower). Two Brawl Stars characters will be drafted.
  • Name changes for gems. Starts at 500 gems then increases 500 gems for each additional name change up to a max of 10,000 gems
  • Emotes will now be available in the shop for gems
  • You will be able to speed up card requests using gems (uses same gem system as gem chest unlocks)
 

b33r

Member
Oct 25, 2017
1,013
I'm not a fan of both parties needing a trade token. It can take time to find a trade partner for certain cards even though the other party doesn't need a token now. When they will be required to have the same one as you, seems rough.

Maybe it'll even out over time with more trade tokens being put out there. We'll see.
 

Agent

Member
Oct 25, 2017
79
I'm not a fan of both parties needing a trade token. It can take time to find a trade partner for certain cards even though the other party doesn't need a token now. When they will be required to have the same one as you, seems rough.

Maybe it'll even out over time with more trade tokens being put out there. We'll see.

They said they will be more than doubling the rate tokens drop. We'll see.

While I know this becomes a token value issue, it would be nice if you could select different card amounts to trade. It can be annoying when you don't have a full stack of common/rare/epics to trade. Even better would be to let you trade multiple cards for a token. For example, Player 1 could get 25 Battle Ram and 25 Fireball and Player 2 gets 25 Inferno Tower and 25 Musketeers. That may help with trade frequency and add flexibility.
 

Daitokuji

Member
Oct 27, 2017
2,602
Community sentiment is very negative on the latest update.

The social contract for F2P games is to be as greedy as you can without people noticing it but looks like they went a bit too far on the greed side and made it obvious that they're trying to make as much money as possible and don't care about 99% of the player base.
 

Brakke

Banned
Oct 27, 2017
3,798
Yeah the new token system is whack. It felt good to help people complete their trades, but now we regularly have 3-4 open since people don't have tokens or take so long to negotiate the trade that makes sense.