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ValtermcPires

Member
Oct 30, 2017
2,892
Gold Rush Event is on, also new promos on store.

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And last night i got this.

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Brakke

Banned
Oct 27, 2017
3,798
BTW we have a slot open in the v active NeoGAF clan. Quote for invite.

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Agent

Member
Oct 25, 2017
79
The first letter of each card in the challenge spells out April Fools.

Most people are going with Hog + Rage it seems. I used Minions, Goblin Gang, Goblins, Tesla, Bats, Fire Spirits, Skeletons, Spear Goblins. Just spam away and your opponent usually doesn't have enough to stop everything from going on.
 

ValtermcPires

Member
Oct 30, 2017
2,892
Well guys i did, i reach Arena 12 and im happy af! Im f2p guy (well i bought 2 offers but still) and manage to get here, really happy.

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Serpens007

Well, Tosca isn't for everyone
Moderator
Oct 31, 2017
8,122
Chile
Congrats! I got to 4000 the other day, right at the begining of the season, and got a good welcoming by a lvl 12 with almost every card maxed out. It was a squash when 2x Elixir begun.


I'm climbing again lol
 

MarioW

PikPok
Verified
Nov 5, 2017
1,155
New Zealand
Amazing just how little the new cards are in circulation (I know the reasons why).

This whole week of playing well over 100 games I saw 1 Magic Archer, 1 Royal Ghost, and 1 Hunter. No Zappies, no Barbarian Barrel.

When such cards do turn up, it is so infrequently I mentally say "oh that's right, that card exists" every time.

On the flip side, seeing Double Prince decks a lot.
 

Agent

Member
Oct 25, 2017
79
Amazing just how little the new cards are in circulation (I know the reasons why).

This whole week of playing well over 100 games I saw 1 Magic Archer, 1 Royal Ghost, and 1 Hunter. No Zappies, no Barbarian Barrel.

When such cards do turn up, it is so infrequently I mentally say "oh that's right, that card exists" every time.

On the flip side, seeing Double Prince decks a lot.

Double Prince decks are back in style. There was a card popularity snapshot of the top 200 decks posted on Reddit 2 days ago, which gives some perspective on the current state of cards in the game: https://www.reddit.com/r/ClashRoyale/comments/8bs45z/strategy_best_ladder_decks_card_popularity/

I think the problem is we've reached the point of too many cards in the game. I'm sure Supercell feels the pressure of releasing new cards to keep the player base happy, but most of the ones released in the last year have been fairly underwhelming outside of a few. Most of them bring unique characteristics which is fun, but the problem is they just don't do enough to fit into the meta and if you buff their unique characteristic they would become OP. For example, the Skeleton Barrel. That was a terrible card, then they buffed it's ability and it become OP. Then they nerfed it and it's back to being useless. Royal Ghost is an example of this too. It had unique characteristics that were OP, then it was nerfed and you rarely see it now because it isn't that good. You can't really buff it again though because it would quickly get back to OP status.

If you look at the card popularity, very few of the cards released in the last year are even used. The "newest" cards that are used with any consistency are the Bats and Night Witch, which were in the March 2017 update. With 83 cards in the game now it's hard to keep everything balanced out and you see that with the new cards. I'm sure there would be outrage if they removed cards, but I don't think it would hurt to revisit some of the cards that are very underused to figure out what to do with them. I wouldn't even mind if they change up the mechanics of cards so they can all better exist within the game.

Hopefully the pending update does some things to freshen up the game. I still play it every day, but it definitely needs a "fresh coat of paint" to improve some things. Hopefully we may start to see some of the update info coming in the next week or so.
 

b33r

Member
Oct 25, 2017
1,006
They need to add new win condition cards, that would shake things up more. Pretty much all new cards they release are support.
 

Ignatz Mouse

Member
Oct 27, 2017
10,741
Please don't call direct damage cards "win conditions."

"Win condition" means what conditions you need to win-- like having more towers down when time runs out, or taking the King tower.
 

Ignatz Mouse

Member
Oct 27, 2017
10,741
Thanks for that!

I am legit shocked that the Wizard is down there. I see him a ton and thought he was generally a staple.
 

Ignatz Mouse

Member
Oct 27, 2017
10,741
For the Elixir cost, the Executioner is a lot more robust and just as effective in a majority of contexts.

Trying that now, and the fact that he takes a Fireball hit better is nice, but his damage output is a lot lower. But my Wizard is also overleveled (at 10) and by Executioner is only at 5.

I'm going to use him for a few days and see if I get the nuance and if he's better for me.
 

b33r

Member
Oct 25, 2017
1,006
Please don't call direct damage cards "win conditions."

"Win condition" means what conditions you need to win-- like having more towers down when time runs out, or taking the King tower.

That's what certain cards, https://www.deckshop.pro/card/flag/wincon , are referred to in discussion of this game. As you can tell almost all decks include at least one off the cards, the only newer card being the ram and that's been out for awhile even.

Just saying some newer ones would be nice whatever you decide you want to call them.
 

Serpens007

Well, Tosca isn't for everyone
Moderator
Oct 31, 2017
8,122
Chile
Yeah, maybe that's why so many newer cards aren't as used as the rest. They are support cards, and there are just better support cards
 

Ignatz Mouse

Member
Oct 27, 2017
10,741
That's what certain cards, https://www.deckshop.pro/card/flag/wincon , are referred to in discussion of this game. As you can tell almost all decks include at least one off the cards, the only newer card being the ram and that's been out for awhile even.

Just saying some newer ones would be nice whatever you decide you want to call them.

I think that started as somebody's joke and stuck. As a lifelong gamer it just really drives me nuts.

Old Man Yelling at Cloud, basically.
 

Agent

Member
Oct 25, 2017
79
Balance Changes coming 4/24. Given the tease yesterday and now the balance changes, the update will probably be coming Tuesday. Also, some of the fixes at the end most certainly would require a client update.

  • Dark Prince: Shield Hitpoints -25%
    • The last Balance Update made the Dark Prince faster and a bit tougher to deal with... maybe a bit too much. With reduced Shield Hitpoints, it'll require less damage to knock off the Dark Prince's shield, allowing for faster counterplays against him.
  • Spear Goblins (affects Spear Goblins, Goblin Gang, Goblin Hut): Hit Speed 1.1sec → 1.2sec
    • All 3 Cards that feature Spear Goblins have a heavy (and punishing!) presence in different metas. Increasing their Hit Speed should scale back their versatile usage just a bit.
  • Barbarian Barrel: Range 6.5 → 7
    • Our Barrel loving Barbarian hasn't quite found his place within the Arena yet. Increasing Range makes him a bit more reliable at hitting targets and also brings the brave Barbarian closer to Towers. If a Tower is down however, he'll now be able to reach the King, providing better opportunities to secure 3 Crowns.
  • Knight: Hitpoints +3%
    • Even after the last Balance Update, the Knight is still a versatile and popular choice, but a small increase in Hitpoints should put him in a good spot for top level play as well.
  • Dart Goblin: Damage +3%
    • The Dart Goblin's unique and fast-paced gameplay has struggled to find a solid place within different metas. However, now that he exclusively chews Double Trouble Gum, he's able to blow darts a bit harder, dealing more damage, and even two-shotting Minions!
  • Ice Spirit: Area Damage -4%; Freeze Duration 1.5sec → 1sec
    • Ice Spirit is both a fun and difficult Card to master. With a whopping cost of 1 Elixir, plus its versatile usage, there's no question to why it was highly present in top level play. Adjusting Area Damage and Freeze Duration should scale it back just enough to keep it competitive, while toning down its tremendous value a notch.
  • Skeleton Barrel: Skeleton count 6 → 7
    • Skeleton Barrel offers the opportunity for different gameplay situations, troop combinations and counterplays. Adding 1 more Skeleton should make it a viable choice for both competitive and fun play again.
  • Lightning: Radius 3 → 3.5
    • Lightning has seen multiple adjustments in the past (reduced Radius, Damage and Crown Tower Damage). This increase in Radius should help make Lightning a viable choice for battle again.
  • Tornado: Duration 2.5sec → 2 sec; Damage per second +21% (this affects Total Damage -3%)
    • While being difficult to master, Tornado can be dominant when played well. Slightly reducing its pull duration balances interactions against big pushes, aka, these troops won't be immobilized for such a long time anymore. To compensate the pull reduction, Damage per Second will pack a bigger punch (ex: at tournament level, Tornado will be able to kill Skeletons and Bats in 2 ticks, rather than 3).
  • Magic Archer: hits moving targets better
    • This is meant to address situations where the Magic Archer couldn't hit spawning units from a Tombstone or Goblin Hut.
  • Spells: can now be played on the river
Fixed: In rare cases, Cannon Cart was not being targeted after losing its shield
Fixed: Witch would sometimes switch targets (while being locked to a tower), if spawning skeletons pushed her target out of range
Fixed: In rare cases, Sparky's hit would reset if she's knocked out of range while charging
Fixed: Hunter can now hit targets on top of him
 

Ignatz Mouse

Member
Oct 27, 2017
10,741
That Witch fix explains a lot. I always wondered why she was allowed to switch targets. Made taking her down behind a giant very hard.
 

Agent

Member
Oct 25, 2017
79
Full update notes:

NEW GAME MODE

  • CLAN WARS IS HERE!
  • Battle with your Clan against Clans from around the world
  • Earn War Chests and glory!
  • Discover a new island and the Clan Wars Arena
  • Gain Clan Trophies to climb the Clan Leagues
  • Is your Clan ready? If not, read this!
  • Clan Wars unlocks at King Level 8
  • Also, Karaoke Nite is here!
NEW CARD
  • Coming in May!
  • Watch your step when walking in the woods near Royal Arena...
IMPROVEMENTS
  • Emote muting now persists between battles - i.e. you can toggle it on or off, permanently!
  • Spectators can now emote also!
  • Players that leave/quit 2v2 Quick Matches will have to wait before playing again
  • During a 2v2 Battle, tap on your teammate's name in the bottom right to see their cards (now toggles on or off)
  • Share your Battle Deck to your Clan
  • Sort your card collection by "rarity descending"
  • Supercell ID added to settings - learn more!
SHOP
  • Fortune Chests now contain two or more of the fortune cards
  • Arena Value Packs revamped to include the new Shop chests (Lightning Chest, King's Chest and Legendary King's Chest)
BALANCE
 

Brakke

Banned
Oct 27, 2017
3,798
Did anyone run numbers on the Clan Wars reward payout compared to old Clan Chest?

Our clan is talking about participation requirements but I'm curious what the actual stakes are.

It's lame that clan participation changes from "donate cards and play the game" to "play three games every day in dumb gimmick modes (also they don't directly reward you)."
 

LiQuid!

Member
Oct 26, 2017
3,986
Yeah I could do clan chests while just playing my 2v2 to refil chests and crowns and now this clan war crap is making me play more of this game than I want to (and in 1v1 which I don't want to play). Hate to say it but I think my time with this game is coming to an end.
 

MarioW

PikPok
Verified
Nov 5, 2017
1,155
New Zealand
Yeah I could do clan chests while just playing my 2v2 to refil chests and crowns and now this clan war crap is making me play more of this game than I want to (and in 1v1 which I don't want to play). Hate to say it but I think my time with this game is coming to an end.

I'd expect there to be tweaks and changes to Clan Wars fairly quickly, especially if it was causing people to drop out of the game.
 

Serpens007

Well, Tosca isn't for everyone
Moderator
Oct 31, 2017
8,122
Chile
In reddit the community is really divisive. It seems that encourages P2W players, an argument I agree with, but I'm willing to give it a chance. So far, I do not like it too much. It should be with cards at tourney level. Also, matchmaking is awful, you get paired with decks at a clear disadvantage, which is usual in ladder, but when you have just one match? awful.
 

Wally_Wall

Member
Oct 26, 2017
3,122
Definitely should be at tourney standards. Only having draft at tourney levels sucks. My other cards aren't nearly high enough to compete in the 2x and sudden death ladder matches.
 

Serpens007

Well, Tosca isn't for everyone
Moderator
Oct 31, 2017
8,122
Chile
So the Season ends even if you're in the middle of a war? What a stupid thing. Now we'll have to wait for the best chest, since we were now at #1
 

Serpens007

Well, Tosca isn't for everyone
Moderator
Oct 31, 2017
8,122
Chile
Addding insult to injury, the new Clan War Season is two weeks long. So we went from having rewards every weekend to grind every day for one chest
 

Ocho

Member
Oct 25, 2017
262
I've been taking a "break" from the game (just donating/requesting cards + free chests) and now I'm being forced to play more than I want to, every single day. I wouldn't mind if it was twice a week.
 

Brakke

Banned
Oct 27, 2017
3,798
There's a post in News Royale that I think clarifies how Clan Wars works by using the terms "opt in" and "opt out."

Here's the deal: War Day matchmaking it based on number of Collection Day participants (but not, I think, level of contribution from those participants). But Collection Day participation can generate different number of cards. If you play lose one match, you contribute way less than someone who plays and wins three matches. End-of-season reward is based on your clan's best performance in a War you opted in to. So, if you aren't going to take your Collection Day games seriously (and especially if you don't take your War Day game seriously), you shouldn't opt in to the War, because you're just setting up your clan-mates for a card disadvantage and you make it harder for them to get a good rank on the War. Absolutely do not throw your War Day game, because then you're just feeding a win to another clan which hurts your clan's rank.

Key: in the short term, only opt in to Wars that you're planning on seriously playing. Blowing your games on purpose hurts your clan-mates' chances of getting a good Season reward.

The flipside is the longterm trophy progression. War Chests get better as you progress through the Clan Leagues. 1st Place Bronze League reward is same as 3rd Place Silver League reward. If you opt out of a War, you're giving up your opportunity to win a Trophy for your clan. Our clan averages about 20 trophies per War and Silver League requires 600 trophies. So it's going to take us two-three months to make Silver League. If I could trade off between consistently getting a First Place finish every season vs losing every War and breaking into Silver League one season early, I think the reward is better if we progress slowly.

Key: in the long term, opting out of Wars delays your Clan's progression through the Leagues, but only if you have a chance of actually winning your War Day game.

Unfortunately, this doesn't really leave us with an ideal participation requirement policy. Best case scenario is everybody seriously contributes to every war. Worst case scenario is a bunch of people "participate" but intentionally lose their War games, as that disadvantages the people who are actually trying in that War. I think the upshot is to encourage participation but be lenient. You don't want people "participating" poorly out of a feeling of obligation.
 

Brakke

Banned
Oct 27, 2017
3,798
The whackiest part is that it's actually possible to harm your clan in this system. If you Opt In by throwing one collection game, and then you throw your war game, you've actually made it way harder for your clan mates to get a good war result.

Under Clan Chest, a bad clan mate is just the opportunity cost of not having a good clan mate. But under Clan Wars, an adversary within your clan can actually work *against* the clan.