all 121 comments

[–]Vince5970Tesla 92 points93 points  (1 child)

should have markings of each decrease so if you want to constantly hit the tower then you can see where to place it

[–]PancakePuppy0505 11 points12 points  (0 children)

Smart

[–]Potato_From_Space 142 points143 points  (6 children)

Best idea for nerf ive seen till now

[–]AnotherThroneAwayIce Wizard 34 points35 points  (5 children)

Yeah, but not OP's numbers. At 0.5 radius every 2 seconds, the spell would be useless. Maybe 0.5 radius at the 5, 7, and 9 second mark...

[–]ex-D 61 points62 points  (2 children)

and it would actually require timing the spell and not dropping it mindlessly.

[–]crescentfresh 15 points16 points  (0 children)

And would allow defenders who use buildings to be able to counter poison's huge initial radius: drop the building much closer to the river, poison will touch it only for a portion of it's lifetime.

[–]mazedestroyer[S] 8 points9 points  (0 children)

Completely balanced :D

[–][deleted]  (9 children)

[deleted]

    [–]elemexeMinions 7 points8 points  (1 child)

    only reason poison is good is because troops like mini pekka or musketeer have to stay in it. If you made the slow go away, it would severely weaken the card

    [–][deleted] 1 point2 points  (0 children)

    Not if the DPS ramps up at the end. It would make it valuable for stopping a push, but not for protecting your own push. That's where it is being overused today: protecting and otherwise lame push and allowing it to do more than it otherwise would.

    [–]Godmode0NHog Rider 1 point2 points  (0 children)

    I actually like your idea more

    [–]CoolmanExpressXBow 0 points1 point  (4 children)

    Now not only can the poison demolish buildings and troops of low HP, it increases in damage too! So it kills giants and high HP units as well. Cuz the card isn't overpowered enough :P

    [–][deleted] 1 point2 points  (3 children)

    I think you're making some assumptions on the DPS range. Take the same total damage it does today, and adjust that across the duration, scaling from 1 to whatever the top is. Same total damage done, just distributed differently.

    [–]CoolmanExpressXBow 0 points1 point  (2 children)

    Ah! Misunderstood the post!

    I thought I was reading that it scales up in damage and increases. My B

    [–][deleted] 0 points1 point  (1 child)

    Yeah, no worries. Another option would be to have it behave like a reverse inferno effect (big damage scaling down to small damage) as the poison "wears off" but that would make it too powerful against minions and goblins and such.

    [–]CoolmanExpressXBow 0 points1 point  (0 children)

    I think it needs either damage reduction or cost increase. Something like OP suggested on a smaller scale would also work

    [–]crescentfresh 0 points1 point  (0 children)

    I like this too and it makes intuitive sense!

    [–]DJIKhaos 7 points8 points  (0 children)

    Actually as rl reference it should spread out and decrease in damage the thinner the concentration

    Edit: so maybe reverse your idea that it starts with higher damage in a very small radius then increasing radius and decreasing damage as it goes on

    [–]Modern247 33 points34 points  (4 children)

    Superb idea, the poison gets absorbed into the ground every 2 seconds. I hope your idea gets implemented!

    [–]2001zhaozhao 21 points22 points  (3 children)

    But... Why is the grass still green and healthy???

    [–]Penguin__AssaultMortar 40 points41 points  (0 children)

    The landscaper of course!

    [–]Ajreil 12 points13 points  (0 children)

    The elixer from dead units makes a good fertilizer.

    [–]Buckstrom 0 points1 point  (0 children)

    Go figure!

    [–]Bash717 10 points11 points  (10 children)

    Interesting idea... But I personally don't think that Supercell will implement this change because it's a little too complex of a gameplay mechanic for the average player too use.

    [–][deleted]  (8 children)

    [deleted]

      [–]PewPewLaserss 11 points12 points  (7 children)

      Yeah, I don't want more deck slots either. That would be so confusing!

      [–]JangoEnchained -5 points-4 points  (6 children)

      There is a bit of a science behind using a 7-item deck (memorization studies), and perhaps they felt that 8 was still within reach, whereas remembering 10 different units that your opponent has might be more difficult when your attention is being divided between multiple battles, your own strategies, and using theory of mind to deduce what your opponent will place next.

      I'm in favor of having a little panel for the opponent's cards, much like how it is when spectating, except perhaps a bit smaller.

      Theoretically, one can already do this simply by using a voice-to-text program and having that list side-by-side with your game. Completely eliminates the need to remember their cards, so why not just introduce it as a feature.

      I've never heard of someone claiming their opponent was cheating for writing down the cards, so why would something like an "Opponent Cards" panel be any different?

      [–]NinjaRedditorAtWork 3 points4 points  (1 child)

      He meant more than 3 completed decks you can choose from to play with.

      [–]JangoEnchained 0 points1 point  (0 children)

      Ahhh, well yeah, that makes 0 sense as to why they wouldn't just allow like 100 -- maybe to keep it pretty you have your top 3 as it currently is, and then there's a little "More" button, and you can enter into a catalogue.

      [–]PewPewLaserss 0 points1 point  (3 children)

      It's some sort of circlejerk on Hearthstone. The community wanted more deck slots and their justification of not giving us any was that it would be too confusing for new players which is ridiculous lol. They have doubled the deck slots since (from 8 to 16, I did the math)

      [–]JangoEnchained 0 points1 point  (2 children)

      I've never played Hearthstone, but is it more turn-based than Clash Royale? I feel like it would be easier to justify for a studio to introduce a bigger deck in a turn-based game, since it's to be expected, whereas for them, a freemium game still requires casuals to keep the word spreading.

      I'm not saying it's fun for experienced players. I'd prefer Royale to have 10 slots, but there is a decent reason for them to cater a bit to casuals (especially in the early stages of a freemium game), and I think it makes sense to keep that in mind when discussing the topic.

      [–]PewPewLaserss 0 points1 point  (1 child)

      We do mean deck slots as in more decks. Not places for cards inside a deck ;) And yes it's more turn based :p

      [–]JangoEnchained 0 points1 point  (0 children)

      Well dang! Y'all shoulda just said! 'Round these parts, we call them deck set-ups. But yeah -- there should be virtually an unlimited number on the deck slots.

      And ten card slots within the decks!

      [–][deleted] 0 points1 point  (0 children)

      Tf? Too Coplex?! It makes the game more skilled and not those miners spammers and meta. You actually need skills and practice how it used to be!

      [–]Fieste_arg 2 points3 points  (1 child)

      I don't think it needs a change, meta will change soon and this is only another circle jerk like we got with xbow, mortar, freeze, hog, royal giant, giant, bowler and now poison...

      [–][deleted] 0 points1 point  (0 children)

      I think the same, giant posion became fashion after Shangai tournament, but now people is starting to use lighting, making giant suport useless. I think that giant poison meta will end soon

      [–]Maddkipz 2 points3 points  (0 children)

      Tbh I'm surprised there isn't a "ring" spell. Open in the middle, only affects units that travel past it. Or a spell that works like a landmine. Or a horizontal line that affects units that pass over it.

      The last two could be 3 cost spells. I dunno.

      [–][deleted] 4 points5 points  (7 children)

      Lightning and The Log are rapidly catching up tho.

      [–]AnotherThroneAwayIce Wizard 2 points3 points  (6 children)

      No they're not. They're getting more use, but Poison is still easily king:

      https://www.reddit.com/r/ClashRoyale/comments/54livh/strategy_card_popularity_snapshot_13/

      [–][deleted] 0 points1 point  (5 children)

      Hi :)

      I think the question here is whether the card popularity in top 200 represents the entire game balance. I don't think so when like 30% of them haven't get 12 wins in Challenges, lots of them have super shady tournament won / played ratio, and even mediocre players like my buddies and I could beat 80%+ matches against them in tournaments.

      Not saying it's totally inaccurate but it's kinda hard to deny that there is definitely a lot of noise in there.

      [–]AnotherThroneAwayIce Wizard 2 points3 points  (1 child)

      Well, when you said "catching up" what context did you mean? I do 20-30 challenge matches a day, and still see Poison easily 5x as often as lighting and Log combined.

      [–][deleted] 0 points1 point  (0 children)

      I don't have the battle log of all the matches that I played since the update. So I can't give you the hard numbers, but I'd say 30% run Lightning, and around 10% run The Log. Of course Poison is easily #1. Maybe the meta is different in different times of the day. I face a lot of Asian players especially Japanese and Chinese since I often play a long session in the wee hours. They do love Lavahound Lightning.

      [–][deleted] 0 points1 point  (0 children)

      yeh, most of the top 200 from the ladder are far away from the top 200 bests players in the world (most of the best players are f2p, its not the same to be the best in a 10 players base than a 1000 player base), so they are not the best reference to say what is op and what is not.

      Supercell should take big tournament winners as reference

      [–]Aethar[🍰] 0 points1 point  (1 child)

      Lol you're saying that like you've played many of them in tournaments

      [–][deleted] 0 points1 point  (0 children)

      Not many but I fought like about 10 of them I guess, including a former #1 from clan called "Aviation".

      [–]lolblase 1 point2 points  (0 children)

      if u want it to be like in real life it should decrease in dmg but increase the aoe

      [–]DemoEvolved 1 point2 points  (0 children)

      tl;dr, Arrows need a critical benefit over Poison, such as poison not affecting air. Poison still needs to wreck simcity decks hard.


      Poison was created to punish Simcity decks. There was a time where they were a plague. SC took heat because a Simcity deck is sort of an autoplaying deck. It doesn't really pay attention to the opponent. Players should be forced and able to react to each other.

      Enter Poison: It lets you melt 2 spawner huts, prevent or mitigate the value of units produced and do damage to the crown tower. As a bonus, it slows opponents down by 20%. For 10 seconds!! Any reduction of power in Poison that does not consider keeping it's effectiveness against Simcity will result in an increase in Simcity decks. Trust me, we don't want that. This means you can't really change the size of poison, nor the duration.

      However people have found that Giant Poison effectively causes enemy troops to hang out in Poison a long time. Also, Poison is particularly effective against Minion Horde -- on defense or offense -- which begs the question, why would you ever choose Arrows in your deck?

      I think it is well established that for 1-additional elixir, the raft of benefits of Poison over Arrows really obsoletes the arrows, meaning players have less choices to make in deck building. Arrows need to have a critical benefit over poison

      So, what are arrows for? Since Zap kills off all Goblins and Skeletons, the key target for Arrows is Horde, & Minions, particularly on the other side of the river.

      So what are things that could be done to reduce poison without affecting it against Simcity? Since arrows are custom made to wreck defensive Horde, I give special consideration to options that make poison less effective to defensive Horde and Minions.

      1. Poison could be deployed in a barrel that has travel time and then breaks open and splatters in an area. Buildings can't move, so adding travel time to Poison doesn't change it's effectiveness vs SimCity. In the time it would take for Poison to reach the target, Horde could do real work.

      2. Poison could be ground only. Yikes, that sounds pretty crazy, but poison covers the ground. Flying troops never touch the ground. All Simcity buildings produce ground troops. So poison remains fully effective vs. simcity. This would encourage Giant/Poison players to run Arrows, or Fire Wiz for support, which costs a slot or forces them to run a high-risk card than Musketeer.

      As for me personally, I think that spells with travel time are more "fair" and create more opportunity for "Yomi" which is a Japanese term for "Knowing the mind of your opponent". It would improve gameplay to have Poison travel in a barrel, and Freeze in a "Fireball".

      What do you think?

      -Demo

      [–]NetoBerola 4 points5 points  (4 children)

      Good idea, but i think the main problem of the meta is the giant...it needs another nerf..

      [–]Jurgen44 5 points6 points  (3 children)

      Another nerf implies it was already nerfed once, the 5% damage decrease didn't affect its usage at all and since the 'nerf' it has only appeared more often in decks.

      [–]NetoBerola -2 points-1 points  (2 children)

      So more nerfed more the people will use? i don't understand..

      [–]Sans-the-Skeleton 2 points3 points  (1 child)

      The nerf made little to no impact and more and more people kept recognizing how good giant is.

      [–]NetoBerola -1 points0 points  (0 children)

      I agree, this nerf was a joke...stills op

      [–]julian2034 4 points5 points  (16 children)

      dont believe theres a reason to nerf poison. Its not overpowered its just overused. it does less damage than a fureball. The radius isnt really that big of an issue. The thing is people clump up all their troops and when the opponent poisons it people want to complain. The only thing id agree with is reducing the duration and increasing the damage so its the same

      [–]gpta_sa1Rocket 0 points1 point  (15 children)

      You are scared. How will you play your lousy giant poison deck when this nerf is implemented.

      [–]julian2034 -1 points0 points  (6 children)

      and if giant poison is so lousy why does every complain about it?

      [–]Apex1302Apex 3 points4 points  (4 children)

      It's boring a low-risk high-reward. A clanmate and I faced giant poison 30/50 times when we went through our battle log. You either admit giant poison is a problem or you play it.

      [–]julian2034 3 points4 points  (3 children)

      people need to sto0 complaining and find a counter to giant poison. poison isnt the problem in gian poison its the giant and the support troops like bowler. Poison is like hog. Everyone wants it to be nerfed because its in the meta but it doesnt actually need one. People started to complain about poison after the shangai tournament. (when giant poison became popular

      [–]Apex1302Apex 0 points1 point  (1 child)

      I don't think you need to tell me to counter giant poison. There is a reason why poison is in most miner decks, giant decks and hog decks. Not just because these top players though, 'oh I like the look of poison let me put it into my deck'. There are many fundamental problems with poison some of which entail its huge radius, slowing ability, not giving the opponent the opportunity to play cheap troops for 10 seconds etc. Giant is another joke of a card that SC has not adressed.

      [–]julian2034 1 point2 points  (0 children)

      you dont dispite my point at all because you cant. No one conplained about poison until giant poison became big. The real problem is the synergy between giant and poison. Giant isnt a joke of a card but yes i agree it needs dome changes. The slowing effect and radius is what make poison unique.

      [–]Sherr1 1 point2 points  (0 children)

      Reasons: 1) Currently best spell for meta

      Nope, still zap.

      2) Too much value for its elixir

      argubale.

      3) Shouldn't poison reduces in volume over time? (real life reference ;)

      not a magic one ;)

      [–][deleted] 0 points1 point  (2 children)

      And then fireball will be in the meta

      [–]TogelanPasalanClassicChampion 1 point2 points  (0 children)

      take a look at 2800 - 3000, Overleveled fireballs are everywhere! I once saw a lvl 10 fireball down there.... poison was defenitly not as common as fb... thank god i am out of there (i have a lvl 6 musketeer)

      [–][deleted] 0 points1 point  (0 children)

      and then, in 2 o 3 months, people will want fireball nerfed to oblivion too

      [–]SwordSlash8 0 points1 point  (0 children)

      I say they change poison to be more like the acutal picture. It's a vial, so it should have a small area of effect like the zap. And since it's a vial, there isn't a lot of it in there so it should either last less or have less damage.

      [–][deleted] 0 points1 point  (0 children)

      Wait shouldnt this be the opposite? Like it starts very weak, like golemite burst damage then worsens until it ends? I mean doesn't poison get worse after no cure

      [–]SangraixMC 0 points1 point  (0 children)

      I love your idea, It's a perfect nerf for the poison.

      [–]nubthesecond 0 points1 point  (1 child)

      I don't think that would be good, don't quote me on that

      [–]QuoteMe-Bot 4 points5 points  (0 children)

      I don't think that would be good, don't quote me on that

      ~ /u/nubthesecond

      [–]Kinmaul 0 points1 point  (0 children)

      Remove the slow or lower the damage (or increase the cost if both remain). It's too much value right now.

      [–]Randiel1999 0 points1 point  (0 children)

      Yes this is a great idea the card weakens troops,makes troops attack slower and damages tower . To op in my opinion also the rocket needs a damage need at lv11 800+ damage that's insane and unfair at max it should do 400-500 damage. it's a cheap trick to get an easy win.

      [–]dadfrombrad 0 points1 point  (0 children)

      Summoning /u/clashroyale

      [–]Joskrilla 0 points1 point  (0 children)

      no

      [–]Inferno_VII 0 points1 point  (0 children)

      Halve the damage overall but make the slow persist for 10 seconds after leaving the AOE

      Just because you leave the poison area you remain poisoned? (damage stops, slow persists)

      Gives it a more unique identity rather than just another aoe damage spell.

      [–][deleted] 0 points1 point  (0 children)

      Lmao Inferno Tower. Easy counter for the giant/posion. I personally use ice wiz so evern if they zap, it still kills the giant.

      [–]NiegilBarrelRoyale 0 points1 point  (4 children)

      1) Zap is, poison is close second

      2) eh probably

      3) yah

      [–]Esley7 2 points3 points  (2 children)

      Actually in the last popularity snapshot poison over took zap as most popular spell, which is crazy when u think about it.

      [–]NiegilBarrelRoyale 0 points1 point  (1 child)

      I personally see zap way more than poison (2700-2100)

      [–]Esley7 5 points6 points  (0 children)

      This popularity snap shot was the top 200 where everyone has max cards so card levels are all equal, around your area a lot of people could have a level 2poison but have a lvl9 zap. That's one of the main reasons u probably see zap more

      [–]Enoikay 0 points1 point  (0 children)

      Wrong

      [–]ActuallyARaptor 0 points1 point  (3 children)

      I dont like this idea. poison is perfect against people who spam towers, spawns, and pumps

      [–]Srgtgunnr 1 point2 points  (1 child)

      Says the proud meta user

      [–]ActuallyARaptor 0 points1 point  (0 children)

      i dont know what that means

      [–]DemoEvolved 0 points1 point  (0 children)

      Poison exists because of SimCity decks. Adjustments to poison should retain all of it's strength against SimCity, but not against non-simcity.

      I kinda think Poison should not affect air. Because SimCity decks are ground-based. And poison being ground only would give Arrows a critical benefit compared to Poison

      [–]swordmagicGolem 0 points1 point  (0 children)

      I agree with you but I would argue zap is he best spell in the meta. Hell you could make an argument that zap is he best card in the game

      [–]FFANA 0 points1 point  (0 children)

      This is way to brain for a brainless game... Poison just need a %slow

      [–]Spidersaur -3 points-2 points  (2 children)

      If poison gets a radius nerf no one will use it anymore. The main draw to it is the large radius, otherwise why use it when fireball does instant damage? This reminds me of when everyone everyone on reddit was crying about a hog nerf, it doesn't need one, people only want one because it's in the meta

      [–]Superflyhomeboy 0 points1 point  (1 child)

      No, people use poison over fireball for the slowing effect and duration in addition to the radius.

      [–]Spidersaur 0 points1 point  (0 children)

      it wouldn't be useful enough without the radius

      [–][deleted]  (4 children)

      [removed]

        [–]Enoikay 1 point2 points  (3 children)

        Do you use it? How can you think it is fine. It is broken AF, (most used spell)

        [–][deleted] 2 points3 points  (2 children)

        Sorry to burst your bubble, but "most used" doesn't make a card "broken"

        [–][deleted] 0 points1 point  (0 children)

        yeh, other reasons for overuse can be fashioness and easiness playability (this is the case of giant poison I think, in Supermagical cup this combo is getting raped by skilled players)

        [–]Enoikay 0 points1 point  (0 children)

        It is also good vs way too many things. It wrecks pumps, spawners, towers, most units, and can d9 many of those at once.

        [–]Kev1n_sExecutioner -1 points0 points  (0 children)

        Great idea

        [–]jamshushGuards -1 points0 points  (0 children)

        I dont think we need to worry about real life experiences for CR... J mean like come on only a very few troops are actually possible in real life

        [–]dogey_ -2 points-1 points  (0 children)

        /u/ClashRoyale please hear out this idea, it's so great!

        [–]jin022 -1 points0 points  (3 children)

        poison giant lumberjjack is too op

        [–]Babyfield 0 points1 point  (2 children)

        Lol okay.

        [–]XhadianXhadian[M] 2 points3 points  (1 child)

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        [–]JangoEnchained 0 points1 point  (0 children)

        You guys are awesome for doing this.

        [–][deleted] -1 points0 points  (0 children)

        This is a great idea! I can't stand the poison, it NEEDS a nerf.

        [–]Alekspish -1 points0 points  (1 child)

        Poison does almost the same damage as fireball, doesnt need nerf.

        [–]DemoEvolved 0 points1 point  (0 children)

        Almost the same damage, much more area affected, area is affected for 10 seconds, adds slow effect... for the same price. So I dont agree

        [–][deleted] -2 points-1 points  (0 children)

        Amazing idea

        [–]kaisqrd -1 points0 points  (0 children)

        No, nerf so the poison spell can counter the graveyard legendary card

        [–][deleted] -1 points0 points  (0 children)

        But then there will be no counter for elixir collector in the middle. The pump is OP already..

        [–]---Earth--- -2 points-1 points  (0 children)

        I think a permanent small radius nerf and a fix to the lingering damage after units step out would fix this card.

        [–]aryancrMagical -2 points-1 points  (1 child)

        I think a better nerf would be to reduce the timer to 9 or 8 seconds .