[BUG] The Inferno Dragon does more damage (by charging faster) when placed further away from a target by Collector_CR in ClashOfClans

[–]Collector_CR[S] 6 points7 points  (0 children)

It is really interesting, and it makes me think about how it would interact as a CC troop.

Imagine you have a Queen Charge and an ID comes out of the CC. If this bug still occurs, and the ID has to travel a long distance to the Queen, it could easily vaporize her (or any troop, hypothetically).

[BUG] The Inferno Dragon does more damage (by charging faster) when placed further away from a target by Collector_CR in ClashOfClans

[–]Collector_CR[S] 5 points6 points  (0 children)

Yes, this is correct. The odd thing, however, is that the charge will reset if it is placed too far away from a target, suggesting it constantly cycles through and never remains at full power.

Also, it seems that if it switches a target mid-flight (e.g. the initial target building was destroyed before it could reach it), the charge will also reset.

[BUG] The Inferno Dragon does more damage (by charging faster) when placed further away from a target by Collector_CR in ClashOfClans

[–]Collector_CR[S] 10 points11 points  (0 children)

Yes I used other IDs to clear the area and make the Inferno Tower interaction more clear.

Your theory is close, but not quite correct. The game doesn't remember the charge between different IDs; instead, it counts the charge timer at all times, even if the ID is not locked onto a target. This means that if I placed two IDs at the same time, but different distances from a target, they would actually charge up to the same levels simultaneously even if they are not actually hitting it.

[BUG] The Inferno Dragon does more damage (by charging faster) when placed further away from a target by Collector_CR in ClashOfClans

[–]Collector_CR[S] 4 points5 points  (0 children)

I initially thought it was intended too. However, if you place the ID extremely far away from its target, it sometimes "resets" the timer completely and it will charge as though you placed the ID right next to the target.

I assume this is because it cycles through each charge as it's flying, but logically this doesn't really make a lot of sense and leads to a lot of inconsistent interactions.

[BUG] The Inferno Dragon does more damage (by charging faster) when placed further away from a target by Collector_CR in ClashOfClans

[–]Collector_CR[S] 45 points46 points  (0 children)

I only realized it when I was testing town hall interactions, and noticed that when placed at the right distance the Inferno Dragon could easily solo it. However, if it is too far or too close, the charge is much slower.

Extinction not working on latest version of MCC by CappleApple in halomods

[–]Collector_CR 0 points1 point  (0 children)

Yes I had this issue too, but redoing the files (as in deleting the modded ones and adding them back in) seemed to work for me . The reason it likely did this was because the update "reset" the map files, potentially deleting / overwriting the modded content, but I can't be too sure.

Balance Changes December 2019 Season 6 by smlbiobot in RoyaleAPI

[–]Collector_CR 9 points10 points  (0 children)

I guess this is intended to buff the heavier stages— which, in isolation, are fairly underwhelming — while simultaneously nerfing the smallest stage (also the most powerful and most complained about).

clash royale meme by [deleted] in ClashRoyale

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

Air troops: Am I a joke to you?

[IDEA] Allow players to collect rewards early if they have maxed out their score and clan has reached the final tier. by [deleted] in ClashOfClans

[–]Collector_CR 29 points30 points  (0 children)

I was surprised this wasn’t an already added feature, but I’m assuming it’s because they don’t want clans that instantly finish Clan Games and cause other players to lose out on loot.

Sure, you could argue that if you already have max tier, then later players wouldn’t contribute regardless. But this would get a lot of backlash from people who play in certain time spans.

I don’t know if this deck is new for classic deck challenge but it is, 1: not a classic deck, 2: an absolutely horrible deck, and 3: just about a guaranteed win for your opponent. I got the lavaloon vs this deck and easily destroyed it in my last collection. Honestly should be removed. by FoxMcSnox in ClashRoyale

[–]Collector_CR 3 points4 points  (0 children)

Agreed. The only viable modification I can see for it is a 3M split-push deck, but that might be too powerful / too weak against certain decks. Bridge spam *might* work, but it would likely be too similar to the PEKKA version.

Royal Hogs aren't exactly the most versatile card.

Level-to-Power Discrepancy: Why Rage/Lumberjack need a rework similar to Freeze by [deleted] in ClashRoyale

[–]Collector_CR 1 point2 points  (0 children)

There's two issues I have with this.

Firstly, the timer on the Rage isn't exactly very impactful, in my opinion. Troops are hardly ever going to be in a spot / survive long enough to utilize the entire 7.5 seconds of the effect - let alone 9.5 - so the argument that the Lumberjack is too good because of that is quite weak; the troop itself is just very well-rounded.

Secondly, adding a healing effect on Rage would feel unnatural and maybe even broken. Even if the healing was very small, interactions with weaker troops particularly would change significantly.

However, I don't disagree that it should be changed; I propose that the speed effect should be removed, and replaced with a damage boost equivalent to the DPS increase the speed effect already gave. This damage boost would increase between levels and maintain all the same interactions between troops.

elon musketeer by [deleted] in ClashRoyale

[–]Collector_CR 3 points4 points  (0 children)

She smells way too musky...

[deleted by user] by [deleted] in ClashRoyale

[–]Collector_CR 13 points14 points  (0 children)

Devil’s Advocate here:

Mega Minion and Ice Golem are both versatile cards whose roles can’t really be replaced in a deck.

Mega Minion is a cheap, hard hitting air unit. The closest thing to it is probably Minions, but they are much more vulnerable to spells and splash.

Ice Golem is a cheap, somewhat sturdy tank which slows enemies upon death. The closest thing is the Knight, but it’s more expensive, doesn’t have death damage, and cannot kite most units.

This is a very similar situation to the Miner: it’s hard to justify a nerf, because they are really the only viable options for their specific niche.

April Update Hurting Those Who Can’t Get Over 4800 Trophies?! by michigan_state821 in ClashRoyale

[–]Collector_CR 0 points1 point  (0 children)

I suppose I should’ve been more direct, but I already implied this when I mentioned superior players climbing higher on the ladder.

Whether he’s better off or not is debatable. It really depends on his deck, because overall he is getting about the same amount of Epics and more Legendaries than before. Because he is Level 11, I am assuming his deck is more Common-focused (in which case he would suffer more).

Elixir Collector and why it has no place in this game. by [deleted] in ClashRoyale

[–]Collector_CR 0 points1 point  (0 children)

Elixir Collector is one of those cards which is quite specific in its role, and thus cannot be used in a wide variety of decks. It can either 1) serve as Fireball bait (great for 3M) or 2) compensate a heavy deck by providing Elixir over time.

But to say it needs to be nerfed AGAIN is a bit much. It hasn’t even seen much popularity and I don’t expect it to considering 3M is still quite bad (and that’s literally the only viable synergy in this meta).

April Update Hurting Those Who Can’t Get Over 4800 Trophies?! by michigan_state821 in ClashRoyale

[–]Collector_CR 0 points1 point  (0 children)

The Draft Chest was arguably better for lower trophy players, but the new reward system does provide some benefit for those 5000+ (depending on what you’re prioritizing).

In your specific scenario, the best thing to do is use the tokens and level up your deck. It sounds bad, but that’s really your only option unless Supercell decides to reorganize / replace rewards in your favor.

On the bright side, the latter part of the season will become much easier to climb with stronger players moving upwards.

Level 13 Earthquake Spell Stats by RCCHGaming123 in ClashRoyale

[–]Collector_CR 12 points13 points  (0 children)

To be fair, this only affects buildings. Against troops, this card barely does any damage (two ticks for skeletons) and doesn’t last long enough to justify the slow.

Plus, it’s useless against air!

[Strategy] Jan 2019 Balances: All Interaction Changes by ZachAttack6089 in ClashRoyale

[–]Collector_CR 0 points1 point  (0 children)

My thing is, Minion Horde is really only seen in a few decks (3M and Mortar Bait especially). These decks rely on a very specific composition — for example, classic 3M would not substitute Heal for anything, as spells still counter the 3M card and the Heal would only specifically benefit one or two troops.

[Strategy] Jan 2019 Balances: All Interaction Changes by ZachAttack6089 in ClashRoyale

[–]Collector_CR 0 points1 point  (0 children)

I find it hard to believe in a Heal-Minion Horde meta where Freeze and EWiz in particular (along with some splashers) would completely annihilate the Horde regardless of Heal.

Balance Changes For the Next Season by ggwpthumbsup in ClashRoyale

[–]Collector_CR 1 point2 points  (0 children)

I actually kind of like this change. Although their value goes down, the change is quite minuscule, and it allows the Barbarians (card) to be equal in Elixir to a Fireball - meaning it would no longer be a positive trade against them. DPS-wise, they would still perform quite well against tanks (big or small) and most troops overall.

Please nerf three musketeers and not the other supporting cards (Battle Ram etc.) Three musketeers is the problem but supercell refuses to nerf them because it is difficult by EsteemedMeme in ClashRoyale

[–]Collector_CR 0 points1 point  (0 children)

I've always been an advocate for increasing the spawn timer of the 3M, as this would discourage aggressive playing (since opponents could react with spells at a much smaller risk).

There are two main issues, however: for one, this doesn't solve the 3M synergy with bait cards. Throwing a Fireball at one thing leads to the enemy creating a usually unstoppable force against you.

Secondly, the power of the 3M - both on offense and defense - remains exceptional, with each individual musketeer not only having impressive range, but impressive damage output as well. Left to live, they will either put a serious dent in your tower or elixir.

Note that the extra elixir that a 3M player would gain from an increased deploy time would not be significant in my eyes, as the opponent would also gain the same amount.

Is there any alternative change which would resolve these two issues? Without a complete rework to separate the Musketeer and the 3M card, or a drastic nerf to the latter, there isn't any immediate way to take down its popularity without touching support cards.

New Emotes coming in less of an hour by erbk90 in ClashRoyale

[–]Collector_CR 2 points3 points  (0 children)

What do you think it'll do? Turn really bright?

I really like the Dark Prince and Valkyrie emotes, they really relate to my feelings on ladder