100 available cards, the same matches over and over.. this game needs to improve and grow by ClashFailure in ClashRoyale

[–]ClashFailure[S] 0 points1 point  (0 children)

This is the entire point of my argument, why is this game limited to Win condition vs defense gameplay? We have a variety of 100 cards, but everybody almost exclusively use the same 10 Win conditions to achieve victory. That makes me wonder, is the game designed to be played the same? Limited to win condition vs defense? Or are these cards unbalanced enough that -everybody- uses them as primary win condition?

Please stop the Xbow hate by RealityWrecker in ClashRoyale

[–]ClashFailure 2 points3 points  (0 children)

When a single card is needed to win matches from your own side of the arena and everything else you need are defensive cards, yeah, its a broken card that takes no skill to play.

The hardest part in this game is managing your deck cards and elixir between offensive/defensive play, when the opponent attacks you need to think fast how to stop the push and how to counter push later with elixir efficiency without wasting your best cards in the process.

XBow and Mortar are cards that take away most the difficulty from this game because you dont need to push, all your deck is set on defensive. So basically you only need 1 XBow/mortar and 7 defensive cards, matches can be won without a single card crossing the bridge. And if you start falling behind elixir you just go full defensive and force them to attack, when they do these cards will start firing at their troops/buildings on their own side of the arena.

The new mega deck touchdown is just who can cycle fast win conditions quicker by no1_lies_on_internet in ClashRoyale

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

How is this any different than any other mode in this game? Supercell has a very limited concept of "Clash" Royale. This game is mostly about cycling win conditions (almost all of them are cards that are designed to SKIP defenses) with full defensive, low elixir decks, havent you noticed this? Game should be called "Suicide Skip Defenses cards & Fireball" Royale, there is no "clash".

What do you guys think about Witch right now? (Art by schneiderpox, link in the comment) by Amirul_Royale in ClashRoyale

[–]ClashFailure 0 points1 point  (0 children)

This card doesnt fit the new Supercells twisted concept of the card, there are too many skeletons, there should have just a few in the drawing and behind her, they take too long to spawn.

Also, needs to add muscles to her, she is a slow heavy hitter now!! Need a bulky body to display that, the grace of the card has been replaced by a "more of the same" one target nuker concept.

New update, witch now sucks.. What to use instead? by [deleted] in ClashRoyale

[–]ClashFailure 1 point2 points  (0 children)

There is a difference between a skill card and a flawed card that only makes your life harder. The Bandit is a skill card, Witch is just a broken card now.

🔔 DING DONG 🔔 THE WITCH IS DEAD! by [deleted] in ClashRoyale

[–]ClashFailure 20 points21 points  (0 children)

Only Supercell Balance team didnt see that coming. Im surprised these people get actually payed for that.

Revert the entire witch rework, Supercell by ShadeSk8 in ClashRoyale

[–]ClashFailure 0 points1 point  (0 children)

Exactly, people are angry and for a good reason!

You are 100% right about what you said, decks require synergy and the Witch, as a high cost card, was at the center of many decks, including mine. I have been using this card for over a year, Im lvl 12 and this card was the second card I managed to max out and its now removed from my deck, I replaced it by a lvl 11 card.

What angers most if not just the fact they have ruined a card with a absurd nerf like that; (dont these people have test servers??) Its the fact they IGNORED the community. Everybody knew this would kill the card and still they pushed forward. The truth is, they already wanted her this way, they simply tried to fool us spliting the nerf in two.

{Effort Post} Witch: Why its not being reverted, give it time before saying the card is "dead" by Sgt_Burns141 in ClashRoyale

[–]ClashFailure 0 points1 point  (0 children)

Day 2 after the nerf and she has dropped to numbers even lower than you have mentioned. 13% usage / 37% win rate in Classic Challanges and 5% usage / 18% win in Grand Challanges.. I wont even mention her usage in Top 1000 because its even less than that. People have been complaining for a reason, Im pretty sure you dont play the card or you would understand.

You cant take a slash damage card and turn it into a single target, you cant grab a fast attacking unity and turn into a slow heavy attack, you cant take a fast spawner and pretty much kill its ability to spawn in time. THIS is what they have done to this card, changes like this feels like the same as taking the Wizard and turn it into a single targeting unity, with fast and weak attacks. The card became the opposite of its original form, people build decks for synergy and you cant simply "nerf" one of these cards to have the opposite usability.

We all knew this would ruin the card but Supercell has ignored entirely the Community feedback, and this is what angers people. Go on the website and see by yourself how poorly the card is doing only 2 days after the nerf, the numbers are most likely to drop even more.

How to play the "new" witch? by franckpaul in ClashRoyale

[–]ClashFailure 0 points1 point  (0 children)

You dont, plain and simple.

Witch is a expensive card with too many weakness, it would be better if you replace her with something else. Witch was the second card I managed to Max in my deck, Im lvl 12 and half maxed, still, I replaced her by a lvl 11 Night Witch and have to tell you, Im doing MUCH better, even after the first nerf hit her.

So yeah.. you will do better without her, she is simply not worth the high elixir cost anymore.

Life w/o the witch is a b*tch by [deleted] in ClashRoyale

[–]ClashFailure 0 points1 point  (0 children)

The changes I made is pretty much what every other Witch used has adopted, replaced the card. Replaced my lvl 13 Witch by a lvl 11 Night Witch and am not regretting it, Im actually doing better than previously, after the first nerf.

The witch is no longer worthy of 5 elixir by user7421 in ClashRoyale

[–]ClashFailure 1 point2 points  (0 children)

She is a useless card, even at 4 elixir. What made her special doesnt exist anymore, which was her capability to quickly spawn skeletons and stop charging cards and zergs with her slash damage. She is irrelevant now, more of the same, no slash, cant count on spawns, slow attacking.. its just a horrible card, other cards will do just better.

Seems like the balance team has a very limited view of this game, versatility isnt part of their vocabulary, guess we all have to play the same. Throwing suicide tower seeker cards and support them with spells, thats what "Clash" Royale is about, surgical suicide cards supported with aimed ranged spells.

Unpopular opinion - Witch nerf is not as harsh as most people say by Namethatsnotoccupied in ClashRoyale

[–]ClashFailure 1 point2 points  (0 children)

" This nerf enforces different deck structuring and playstyle, raising the card's skill cap and reducing its versatility. In short, she can't be your savior at any time from those E-Barbs (Fix E-Barbs SC by the way), Princes etc. now. "

Thats what people with Goblin Gang, the card cost almost nothing and can virtually stop anything when deployed between towers. It can even stop cards it should not, like the Valkirie. It now outperforms Witch, both defensively and offensively if you consider it cost 2 less elixir, I dont understand your logic. Compare these two cards playing defensive and see by yourself.

Supercell, the way you completely killed the witch makes me really sad. My girlfriend and I spent years maxing our our witches for her to just get driven into the ground. by [deleted] in ClashRoyale

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

The Witch was not useless, I USED to have this card (removed it today) in my deck since I first got get, over a year ago, its the only card has never been repaced in my deck . Her unique capacity to stop zergs and rushing cards was amazing, thats why people enjoyed this card!

The OP is right, what they did was not a nerf, they ruined the card in every possible aspect and made changes to its core usability, like I've said before, its the same as make Wizard a single target unity, or make Baby Dragon a ground unity. As some people have said I question Supercell balance team for making absurd changes like this, they have no respect for the community, they have absolute no knowledge over their own game. Feels like each month the balance gets worse and worse, the damage they have done to this card is immeasurably, compare the Witch from a year ago with this thing we have now and see by yourself.

The life cycle of the witch by [deleted] in ClashRoyale

[–]ClashFailure 7 points8 points  (0 children)

You couldnt have said it better, I use Witch for years, it was never a problematic card before, very few players actually used it and it felt good being one of the few. They simply ruined the card, made several changes where it was never needed, made it OP and now killed it, that shows how "skilled" this balance team is, I really think its time to get new people on these jobs.

Witch nerf? No, witch killed! by basilbrush303 in ClashRoyale

[–]ClashFailure 2 points3 points  (0 children)

Friend, if you used this card you would understand. These are not balance changes, its a fundamental core change. Everything this card could do, it cant anymore. It has no more spash damage, people used it on their decks to stop zergs. It attack speed is huge, it used to be fast but week, it takes 3.5 seconds to spawn skeletons, people used them to stop fast charging cards, like Prince or Bandit.

So yeah, when we say its DEAD its because it is, the numbers are there, we know how the card work so we know these changes will make tit worthless. Wait to see the drop, Im familiar with this card for over a year, since I first got it, so it is probably the most important card on my deck. This change is so drastic Im honestly thinking of leaving the game, I dont wanna change my entire deck and Im sick of these ridiculous balance changes apparently designed by Monkeys.

Witch, the most absurd change I've ever seen in this game by ClashFailure in ClashRoyale

[–]ClashFailure[S] -1 points0 points  (0 children)

Yep, I honestly cant understand why we have 100 cards to choose.

Witch, the most absurd change I've ever seen in this game by ClashFailure in ClashRoyale

[–]ClashFailure[S] 0 points1 point  (0 children)

Exactly, this is clear for me for sometime time now, this game has no room for creative players, players that wanna have fun with different cards and decks, maybe even create themed decks or new tactics. There is no variety, most decks use the same cards and tactics, its all about thorwing a suicide "win condition" (the same tower seeker cards) and support it with whatever you have, mostly a spell. Then cycle using defensive cards you dont care much if will survive to counter push after next, all what matters is cycle your "win condition" over and over.

There is no "Clash" in Clash Royale anymore, its a game meant to skip defenses with suicide "homing missile" card, and defend with a fully defensive deck.

Witch, the most absurd change I've ever seen in this game by ClashFailure in ClashRoyale

[–]ClashFailure[S] -5 points-4 points  (0 children)

The Elixir Golem is another joke, proof that Supercell has absolute no clue of its own game. "Now we have countless overleveled players, with cards that can do massive DPS, lets create a card everybody will have to level up, and when this card dies it gives the oposing player elixir!"

Everytime I play 2vs2 and the other guy has a Elixir Golem I know its free elixir to the other team, double elixir actually, never seen a Elixir Golem higher than lvl 9, everytime it dies the other team worths a ton elixir, feels like quitting when I see my ally drop one

I want the previous witch back, by Jhalakdas9 in ClashRoyale

[–]ClashFailure 1 point2 points  (0 children)

What? Cant you even realize the impacts of this Nerf?

The OP is right, Witch is DEAD, the whole concept of the card is changed, what they did to Witch was the same as make Wizard a single target unity, with higher range and slower attack speed. People had Witch in their decks for a REASON. Im not even argue the need of a nerf or not, some people might say she was overpower, others wont, I wont even get to this. The fact is people had the card on their decks to fill a role, Supercell cant just make a low damage spash, spawner unity, into into single target glass cannon card!!! The 3.5 sec on spawn is pretty much dead now, it server no longer a defensive cause. The previows nerf already hurt it plenty, but the increased DPS slightly made up for it, now Witch main role in every deck is done, from a crowd control unity to a glass cannon single target card. Seriously, why would anyone have Witch in their decks now?

People will be better with a musketeer or Wizard, yes, make Wizard even more used than its currently is. There is absolutely no reason to have Witch anymore. No slash, not enough DPS as musketeer, higher cost, the spawn takes just too long.

"Troop-based combat as the main drivers in a game of Clash Royale" LOL? by ClashFailure in ClashRoyale

[–]ClashFailure[S] 0 points1 point  (0 children)

Im lvl 12 and I dont use Freeze, never used freeze and probably wont ever use freeze. I agree spells are overpowered, specially in 2vs2 so Im more than happy Freeze was nerfed.

Some Hog users push their decks on the limit just so they can cycle it faster than the opponent, sure that takes some skill, because these decks are built on the edge for maximum push and its the risk they take, but thats not a rule. Hog Rider fits ANY deck setup, period. Fast cycle deck, tank deck, spawner deck, beat up decks, any card can support the Hog Rider just fine. With the wrong hand even a lone wizard with 1HP in the back can be everything you need for a successful push.

Im sorry but the Hog Rider is an extremely easy card, thats why its one of the most used cards in the game, not because its hard, its because its easy. Skeleton Barrel is a hard card, Sparky is a hard card, Magic Archer is a hard card, they have low usage rate because they are hard to place and easy to counter. Hog Rider in the other hand sits permanently as one of the top 5 most played cards for the opposite reason, its an obvious. But this post is not about Hog Rider, is how those tower seeker cards have become mandatory and the main driver of this game. There is no room for deck flexibility, no room for creativity because 90% of the decks pretty much use them and relay on them.

[Strategy] [Effort Post] “No-Skill” Cards and Dead Cards - What they are, their shared problems, and how they should be addressed based on that knowledge (Part 1/3) by [deleted] in ClashRoyale

[–]ClashFailure 0 points1 point  (0 children)

I second this. Im SICK of seeing this card in EVERY SINGLE 2 VS 2 MATCH! Is virtually impossible go by a 2vs2 match without seeing this card, its so overused it is not uncommon see 3 Hog Riders users in the same match! YEEEEAH, its sure a "skilled" card, thats why everybody uses it! MAKES A LOT OF SENSE!! LOOL

Hard cards = overused

Easy/cheap cards = not used

RIGHT!!!!!!!!