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Ideas

Ideas,

Ideas for Balance Changes

These Clash Royal Ideas for Balance Changes is as the particular change could be viewed as a buff or a nerf, but it will make the skeletons more impactful as they are played.

 

Ghost- Increase Invisibility Timer (.7–>1.4 seconds before going invisible) OR cost to 4 Elixir OR Damage Nerf

Battle Ram – Since the old bridge Spam Meta, ram hasn’t been that useful at all. Only being decent in a few deck. Bring back the old charge time since more counters are available (literally Zappies, Hunter and Ghost are all hard counters)

Zappies – Damage Increase OR cost to 3

Mega Knight – Damage Decreased by like 5% or so. Almost 1 shorting Barbarians with his jump is a bit insane.

Hunter – Mechanic Change. Decrease Damage output, but make attack speed increase such that DPS remains the same. E Wiz can zap him twice before he shoots the EWiz 1 time.

Pekka – Decrease damage to where she requires 2 shots for all wizards and cards around that HP value, leaving them with a small amount of HP remaining. I’m not saying cut damage in half, but leave them with at least a sliver of health. Like give her Fireball damage.

GraveYard– bring those 2 skeletons back. There are so many good counters to GraveYard in the current Meta. No one uses it at tournament standard, and when they do, it has a very low win Rate.

Golem- Death Damage nerf, but leave the base damage the same

Giant Skeleton- Damage decreased by 3%, Bomb damage timer decreased to 2 seconds. 3 seconds is a long time for the bomb. Make it 2 seconds. End of story.

Night Witch- Bats spawn rate up slightly. She just dies to Minions even if she’s played behind MK, or Golem if Minions are placed on her. Seems a bit too easy to kill in current Meta.

Lumberjack = a great punisher. Lumberjack is always raged, but has changed stats. HP: 91% of current; DPS: 106% of current; Speed: 140% of current. Remember, the specific numbers can be tweaked.’

Thoughts? I really think these would be healthy, especially given how strong Beatdown is nowadays

Ideas,

Clash Royale Battle Terms Dictionary!

Hi, I’m back with another one! I am thinking about adding a strategy tag to this. This is my first draft. I will take your terms and alphabetize later. Each letter has terms underneath and the definitions are in brackets. These are mainly community made terms for battles.

Anyway, to the point:

**A:**

Aggro (Aggroing a troop is getting a troop to target something you want it to target)

AOE (abbreviation for Area Of Effect, refers to something that affects an area instead of a single object)

Auto Pig-Push (dropping the hog on the tile horizontally adjacent to the top right or left one, on your own end, to make the hog jump over the river and bypass buildings)

**B:**

Bait (Using several threats in a deck that all have the same weakness, and baiting that weakness to deal damage to enemy towers)

Beatdown (the deck archetype that involves sacrificing a lot of tower damage for an elixir advantage to support your massive push)

BM (bad manners in the form of unsportsmanlike emote usage)

Bridge Spam (An old deck archetype that isn’t so useful anymore. Bridge spam involves starting a massive push on the bridge and sometimes repeatedly dropping more troops on the bridge to whittle down enemy towers. Usually uses counterpush troops)

**C:**

Chief Patting (Refers to missing spells, especially rocket, you can also say Chief Pat, Chief Patted e.g. You’re chief patting this rocket, Don’t chief pat this rocket! You chief patted that rocket

Chip 1. (dealing little amounts of damage to enemy towers frequently, also a deck archetype) 2. (Chip damage is a small amount of damage that is dealt to a tower. Logging a princess and a tower gets chip damage onto the tower)

Control (The deck archetype that involves using defensive cards to control what your opponent can do and make strong counterpushes after defending)

Counter (Using a card or combination of cards to defeat an opposing card, see soft and hard counters)

Counterpush (A counterpush involves using the cards that were just used on defence and make a push with them to try to deal damage to enemy towers)

Cycle (A type of deck with cheap cost, centred around using one or two cards then using cheap cards to play that card again, quickly, can be considered a deck archetype)

**D:**

Damage Trade (Amount of damage you deal traded with elixir cost. Positive damage trades/good damage trades are where you effectively pay 0 or negative elixir to get damage e.g using arrows or log respectively on a princess and a tower)

Deck Archetype (Describes what kind of deck your deck is. See control, chip, beatdown, siege, bait, bridge spam, hybrid and cycle)

Double Lane Pressure (putting offensive threat cards on both lanes, splitting your damage, but still demanding an answer on both sides)

DPS (Abbreviation for Damage per second. The damage a troop or building can do in the average second)

Drag Glitch (A glitch that prevents people from playing cards/makes them drag a card instead of tapping)(sorry not an expert)

**E:**

Elixir Advantage (To have an elixir advantage is too have an elixir lead or a threat that demands a response that will lead to an elixir lead)

Elixir Trade (When countering a card, you spend elixir and they spent elixir on their card. If they spent more on their card, you get a positive elixir trade. If they use hog and you use Mini Pekka and ice spirit, preventing all damage, you spent 5 elixir to counter 4, which is a negative elixir trade. But, considering that your opponent has to counter the mini Pekka or take a lot of damage, you can still get a positive elixir trade. A neutral elixir trade is where both players spend elixir and both players lose their units. You get a positive elixir and/or damage trade if you counter for a neutral trade and have enough troops/HP on a troop to deal damage to their tower)

**F:**

**G:**

**H:**

Hog Cycle

Hard Counter (a counter that gives you a large advantage)

Hybrid (One deck that combines and involves 2 or more archetypes. More flexible decks that can switch strategies easier during matches, with the downside of having less power in the individual archetypes within the deck e.g Miner+Giant decks, Mortar+Hog decks)

**I:**

**J:**

**K:**

Kiting (luring a unit into the other lane, usually with building targeting troops, especially ice golem)

**L:**

**M:**

Maxed (A maxed card is one at the highest level. A maxed account is an account with all maxed cards. A maxed deck is a deck which consists of only maxed cards. Maxxed cards are overleveled if the player who has them is not level 13)

META (Stands for Most Efficient Tactic Available. META decks are the best/most dominant/most popular decks in the game. They are usually more effective then most decks and META decks define whether a deck is effective or not. There is usually 1 very dominant META deck e.g. Bridge Spam, Bait and MK Hog are META decks)

**N:**

Noob (A term that refers to someone who is new and/or bad at Clash Royale)

**O:**

Out-Cycle (getting to your win condition or a certain card, by cycling, before your opponent can cycle to their counter, alternatively, out-cycling can mean getting to your counter before they get to a certain card)

Overleveled (An Overleveled card is a card being a number of levels higher than equal to a person’s king level, people can also be overleveled for their arena/ trophy range. A player him/herself can be overleveled by having the average card in their deck higher than their king level. This occurs when the average player you face has lower level cards than you. Overleveling and Overlevel are also CR terms that are similar)

**P:**

Pig-Push (Making your hog ignore defensive buildings in certain areas by using fast units to push it away, allowing the hog to hit the tower)

Push (Using a card or combination of cards to destroy/deal damage to (an) enemy tower(s)

**Q:**

**R:**

**S:**

Siege (The deck archetype that involves taking enemy towers from a distance, while defending your siege
building (troop if RG counts), xbow or mortar, Royal Giant is considered siege by some people)

Soft Counter (A counter that gives a slight advantage in play)

Splash (Synonym to AOE, refers to something that does damage in/affects an area with every attack/when cast instead of hitting a single object)

Split (Using a card that spawns two or more units in one of the two central columns of tiles. This will split some of the units in one direction (right or left) and the rest towards the other. Incredibly useful in 3M decks and while using archers
in many situations)

Swarm (A multi-unit card, that is usually cheap, that has usually low health but medium-high troop counts, to overwhelm enemies, hard countered by splash units and hunter, soft countered by other swarms)

**T:**

Tier (Tier defines how good a deck is. Related to META. Tier one decks are really effective, META defining decks. Tier 2 decks can counter meta decks, but may not be as effective. Tier 3 decks are less effective than tier 2 and Tier 4 is viable)

Turtle (an extremely defensive player or a player who is going to defend and possibly spell cycle for an amount of time)

Turtle-Up (A term for siege decks. Playing defensively using your siege engine/building for defence instead of offence.

**U:**

Underleveled (antonym/opposite of overleveled. Someone who has cards on average, under their king level. An underleveled card is a card below your king-equivalent level and a player is underleveled if, on average, they play higher level players

**V:**

**W:**

Win condition (The card(s) in your deck that are your main way to destroy enemy towers, there are usually better defensive options and these cards aren’t always useful on defence)

**X:**

**Y:**

**Z:**

Guys, please leave your feedback down below, tell me what I missed, and I will add it in! Have a great day, and I will see you in the Arena!

Edit: Format + took out spending terms (gemming, F2P and Budget Spender) as they aren’t battle terms.

Edit 2: Added Splash and DPS (credit to u/HoggiePoo for those and inspiring AOE) + Bolding and Soft counter+Skeleton Barrel Art

Edit 3: Thanks to u/Hypersmurf1337 for swarm! Thanks to u/xR3B3Lx for pointing out that hard and soft counters aren’t opposites and giving me the Chief Patting term. Again, u/HoggiePoo gets a shoutout for drag glitch

QQQ
(___()-my skeleton barrel art

Balancing Approaches Which is Best
Ideas,

Balancing Approaches: Which is Best?

We all want the game to be balanced, but not many people have taken the time to discuss what we mean by “balanced”. I think the arguments about the balance come mainly from a difference in its a lot, we prioritize every aspect of balance.

* Balancing rates of use *

We want the game to have ** variety **. Even if Royal Giant was balanced (I do not take a position here), nobody wanted to face him in every game.

The biggest problem with this is ** versatility **. Take a map like bats for example. In a Hog deck, it can be used to support thrust and allow the opponent to use additional resources to defend themselves. In a heavier deck, it can be used to speed up an otherwise slow cycle, and in a bait deck, they cause the Zap opponent to lose. In each of these cases, bats are not very unbalanced, but since they can be used in a variety of decks, they have a disproportionate rate of use. (Just a note: You can, however, argue that if it performs multiple roles in the * same * bridge, it is more powerful.)

In addition, some cards are ** easier / more fun to play **. Personally, I play a lot of decks that are not my best because they are just more fun. This could also be part of the reason why we see such a different use between classic and big challenges.

One last thing to note for measuring usage, especially on the scale is ** card levels and availability **. This usually means an under-representation of the legendary, who are often low-level and some people have not even unlocked. Even in tournaments and challenges, many people will use their ladder bridges, so things like level dependency and scarcity will skew rates of use.

Especially if we try to balance for an E-sport scene, watching the usage rates alone is not enough.

* Balance victory rates *

This is probably the most accepted way of dealing with balancing, but like usage rates, it has serious shortcomings.

First of all, there is the problem of having a varied and fun game. Of course, this could cause some cards to be spicy, but this would also lead to the misuse of other cards.

Also, what about the ** proficiency curves ** for each map? Who are we balancing? Granted, it is important to fully balance for the highest level of play, but this could also deter new players and ruin the game’s longevity.

Similarly, are ladder victory rates exactly the strength of a map? Consider this scenario: a YouTuber frees a guide on an average deck and exceeds it by one ton. Many players try this deck and, for lack of experience, lose most of their games. Then, they go to their main turntables, increasing the win rates for their normal cards. Suddenly, the victory rates for the cards in the YouTuber Bridge also fall.

Similar things happen with classic cards ** troll cards **. If people sometimes make fun of Giant Skeleton, for example, they will make his win rate look much smaller than it would be in the hands of the few players who use it well.

** Quests ** will also do the same thing. If people get a quest that makes them play cards they are not used to, then they will ruin their win rate and then increase the win rate of their usual deck. This means that the rates of winnings will be related to the rate of use of each card.

Finally, the ** meta ** can distort some cards. If P.E.K.K.A. is the meta, so the guards will have a higher victory rate than they should perhaps. A short and logical way to put this is that the win rate of a card is based in part on the rates of use of the cards that it counts (you can see it most often with spells).

Victory rates are, in my opinion, something good to look at, but they are not as foolproof of a measure as some people think.

* Balance the strength of cards *

In reality, most people try to balance the strength of each card.

This is the optimal way to balance a map, but it’s too difficult to define. “Force” is such an arbitrary term. Often it is a mixture of use and success rate, but it also strives to ignore the meta.

It also tries to include things such as synergies and ease of use. I’ve already talked about skill curves and versatility earlier, which are starting to cover these, so I’m not going to repeat myself here.

Honestly, if we want a good judge of what to do, I think Supercell should hire a team of professional players, give them a list of goals, and have them all work together to make a list of changes. balanced.

** I am curious to know what you think: **

* How can we help balance the E-Sport scene without alienating casual gamers who support the game?
* What is the reliability of victory and usage rates to measure the strength of a map?
* Should the offensive on defense be the goal of Supercell?
* Should maps be reworked to affect their skill curve?
* Does breaking the meta with the scale change a good idea, or should Supercell just wait for it to change and balance more theoretically?
* Is it acceptable that some cards are trash and others stronger?
* What cards do you disagree with the average person in terms of balancing?

balance-changes-clash-royale-night-witch-nerf.jpg
Ideas,

[Idea] Ideas for balance changes.

Some cards in clash royale need buffs, Here are some of my ideas for balance changes.

Sparky: added death damage(400 damage)
Adding death damage to sparky will severely damage troops like. musketeer, electro wizard, ice wizard, wizard, night witch, witch, executioner, and I think that death damage would help Sparky out. Electric explosion!!!!!

Clone: card level +1 just like the mirror! 😀

Bomb Tower: Added death damage (450 damage) damage increased by 4% the bomb tower isn’t good at all, it’s one of the worst cards in the game right now. So death damage would work with this card, and the damage increase would be necessary,

Fire spirits: damage increased by 3% just to make them more viable,

Guards: Count +1, Shield hit points decreased by 3% the guards weren’t ever that good. I think 1 more guard would help them out! And make them a choice, not just skeleton army,

Prince: elixir count to 4 from 5, damage decrease by 5%, hitpoints decreased by 5% the Prince isn’t used at much over arena 6, and he’s so easy to counter SO THAT’S WHY!

Spear goblins: damage increased by 7% sprear goblins aren’t that good. More people will pick goblins or goblin gang.. so more chip damage!

Barbarian hut: +10 seconds of lifetime, 1 more row of Barbarians is needed for this card, it’s just not used that often,

Tesla: added chain effect up to 2 targets, damage increased by 3% the Tesla remember the op tesla now it horrible… by the way if you don’t know what a chain effect is, its the electro wizards effect to attack two units at a time,

I hope you liked my ideas! It took a long time so please don’t hate lol… 😂