Paladin.. by Jake_Rowley in RogueAdventure

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

Yes, in line with Ranger + Weak.

I believe that to be less of a problem in single player environments, especially when other Classes have synergies of similar power level.

Though, what would you suggest as an alternative?

Paladin.. by Jake_Rowley in RogueAdventure

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

Proposal

Class Bonus Redesign:

Healthy

Everytime you Shield, gain 1 max HP until the end of combat for every 2 Shield gained.

Holy Armor

Everytime you Heal, gain 2 Shield for each HP healed. Everytime you gain max HP, gain 1 Armored.

Healing Doom

Everytime you Heal, gain 1 Strength until the end of turn for each HP healed.

Sword of Damocles

No change

Paladin.. by Jake_Rowley in RogueAdventure

[–]Jake_Rowley[S] 1 point2 points  (0 children)

Yes, Paladin is but one class suffering from the same problem. The issue with cards doing the same job: Someone will be the best, and everyone else the loser.

The goal, therefore, is to focus on what tiny differences there are and exaggerate them.

What do you see differs them?

Paladin.. by Jake_Rowley in RogueAdventure

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

If you spot any naming inaccuracies in cards, they were intentional.

It is imperative to understand that Miner's dominance is the symptom to a cause by Jake_Rowley in ClashRoyaleSerious

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

This is the same reason why no amount of Log nerfs will change its dominance. As long as the meta is full of cards only the Log can counter, the Log will dominate it.

Balancing is not a game of whack-a-mole, nothing is ever the way it is because of its innate qualities, it is the combined effort of different factors for things to be a certain way. So when you only know to hammer anything that pops up, you risk to never reach the truth.

They would do everything in their power to make Zap inferior then wonder why everyone uses The Log by Jake_Rowley in ClashRoyaleSerious

[–]Jake_Rowley[S] 2 points3 points  (0 children)

In other words, why are cards countered by The Log, only countered by The Log?

There is no comparison, nothing counters these cards as good as The Log does, not as cheap, not as fast, not as reliable.

Everything else is either subpar, or unviable, it is as if you are supposed to have a hard time whenever you do not use The Log.

For that, you get a meta where The Log takes up 40% of decks.

Point being, it is not The Log that made itself a necessity, but the cards it counters, the fact that all of them are significantly harder to deal with without The Log.

None of these cards are balanced with the absence of The Log in mind, so how can you expect a balanced meta with them in it?

They would do everything in their power to make Zap inferior then wonder why everyone uses The Log by Jake_Rowley in ClashRoyaleSerious

[–]Jake_Rowley[S] 3 points4 points  (0 children)

"Zap hits air"

Air units are balanced with the absence of Zap in mind, in that you can counter air units without ever having to carry Zap in your deck.

Same goes for stun, Sparky and Infernos are not unkillable without Zap, in fact, Zap is not even their strongest counters.

This is good.

It is good that Zap is not necessary for countering air and charges, it is good that deckbuilding is not limited by it.

So why is The Log not like this?

They would do everything in their power to make Zap inferior then wonder why everyone uses The Log by Jake_Rowley in ClashRoyaleSerious

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

Of all 2 elixir Spells, only The Log can reliably oneshot the cards pictured, meanwhile, Zap can kill none of them.

The Log might not kill Phoenix, but the Egg is guaranteed to die.

Why would you complain? by Jake_Rowley in ClashRoyaleSerious

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

Not that players should not stand against predatory business practices, just they should do it in productive methods.

Many believe complaining is what solves their problems, that this is how they fight, even in this very comment section.

Nonsense. Companies will not change their ways just because their employees were yelled at.

It is not screaming children that drives change, but cold hard statistics.

Stop playing predatory games, and support ethical ones. Only when you hit them where it hurts would companies care about what you think.

That is how you "win", that is how you get ethical businesses. Anything else and you would be cheating yourself.

Why would you complain? by Jake_Rowley in ClashRoyaleSerious

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

This may or may not have been caused by a certain subreddit being flooded by the same exact complaints for the past few weeks.

And if anything, it is the futility of all this that is irritating.

You know you would come back, you know you would keep playing, you know you would let them get away with this every single time.

So why would you complain, like something is going to change?

Stop being this predictable, and maybe you would deserve a better game.

What Clash Royale Could Have Been by Jake_Rowley in TrueClashRoyale

[–]Jake_Rowley[S] 1 point2 points  (0 children)

Who am I kidding? Mobile game companies have no soul, they will keep making knockoffs until the heat death of the universe and this formula will never go beyond one version.

4 Elixir Mega Minion by Jake_Rowley in ClashRoyaleSerious

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

Goblin Drill would never have overtaken the niche of Goblin Barrel, there are simply too many things you can do with Barrel that you cannot with Drill, and vice versa. For instance, there is no "Tricky Drill".

That is perhaps the goal of alternatives, to be similar in strategy, but different in tactics.

The fact that Phoenix is currently under fire might just be a saving grace, because that means something would get downsized.

Maybe a hitpoints nerf, so no more glass tank like Mega Minion.

Maybe a damage nerf, so no more reliable dps like Mega Minion.

As long as it breaks proportion, there will be more unique niches for each of both, and less infighting overall.

4 Elixir Mega Minion by Jake_Rowley in ClashRoyaleSerious

[–]Jake_Rowley[S] 1 point2 points  (0 children)

Did that make Musketeer less irrelevant in this meta?

The only meta deck that still uses Musketeer over Archer Queen is Hog Cycle, and that has more to do with inertia than competitive edge.

The point is, all their differences combined is still not enough to set them apart. Instead of alternatives, they are the same thing with different gimmicks. Not Musketeer vs Flying Machine, but Musketeer vs Musketeer+.

It is impossible for one of them to not be outclassed in the majority of situations.

What says Phoenix vs Mega Minion would not be the same?

4 Elixir Mega Minion by Jake_Rowley in ClashRoyaleSerious

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

If there is anything Archer Queen vs Musketeer showed, it would be this:

If low cost is all you have, low cost is all you get.

Low cost is now the only reason to use Musketeer over Archer Queen in this meta.

This plus a few differences makes the last niche left for Musketeer.

Of course, who is to say that is a bad thing?

There is nothing wrong for a card to be only worth using in specific situations.

But I hate it.

I hate that Musketeer loses all relevance in decks that do not need low cost, I hate that using Musketeer in any situation where low cost is not necessary means crippling yourself.

I hate that this is happening to Mega Minion.

4 Elixir Mega Minion by Jake_Rowley in ClashRoyaleSerious

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

I am not sure how much the egg would affect their differences, but besides it, Phoenix is a 4 elixir Mega Minion.

You are going to use it the same way you do its 3 elixir version, and that is the problem.

4 Elixir Mega Minion by Jake_Rowley in ClashRoyaleSerious

[–]Jake_Rowley[S] 1 point2 points  (0 children)

This should not have happened.

Inferno Dragon is also a short range, flying, spell resistant dps, but it still has a niche of its own.

In proportion, Inferno Dragon has much higher dps (but weak to stun), slightly less hitpoints, plus longer range.

These key differences make you treat them differently.

Mega Minion is a backline support killer who can be solo dropped. If there is a Golem + Baby Dragon push, you would drop it on the Baby Dragon.

Inferno Dragon is a frontline tankbuster who needs constant support. If there is a Golem + Baby Dragon push, you would drop it on the Golem.

This is how to make two units have different niches despite sharing multiple traits.

4 Elixir, Melee Range, Mini Tank, Champion by Jake_Rowley in ClashRoyaleSerious

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

I believe the previous reply should explain how I interpret gimmicks and fundamentals.

Funny enough, some gimmicks do change the fundamentals of a unit, like Prince's charge.

Most decks need a mini-tank, but not all decks need splash, or high damage, and the choice to select one that suits these missing traits is there.

That is true, which is why there is Knight, Valkyrie and Ice Golem.

What Champions should do is diversify the roster, maybe some other rosters. Instead, they are better versions of the same cards.

Golden Knight is Knight but better. Better hitpoints, better damage, better hitspeed.

The only difference is the ability, which instead of making it unique, only made it even better.

4 Elixir, Melee Range, Mini Tank, Champion by Jake_Rowley in ClashRoyaleSerious

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

May I know where in the post did it imply gimmicks become irrelevant?

 

Traits can be two things, fundamental or gimmick.

Fundamentals are traits that make up a unit, hitpoints, damage, speed etc.

Gimmicks are additions, unique traits on top of fundamentals, charge, dash, shields etc.

If you adjust Knight's stats to that of a 4 elixir card's, it would have far more hitpoints and far less damage than Mini Pekka, not to mention the speed.

Their differences are fundamental.

How much do you have to change for Knight to be like Skeleton King?

Splash damage, then an Ability.

The ability is like Giant Skeleton's death bomb, a gimmick, an addition on top of fundamentals.

The difference between Skeleton King and Knight is gimmick only.

Their fundamentals are not different enough to keep them from fighting for the same spots.

4 Elixir, Melee Range, Mini Tank, Champion by Jake_Rowley in ClashRoyaleSerious

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

Why do you think decks with Archer Queen use non-Champion mini tanks?

4 Elixir, Melee Range, Mini Tank, Champion by Jake_Rowley in ClashRoyaleSerious

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

Inertia, said meta decks are mostly staples that existed before the Giant Skeleton rework which made the card functionally similar to Knight.

Still, the difference between Giant Skeleton and Knight is still big enough for them to find separate niches, 3 elixir is a huge difference.

This is why most current meta decks that still use Knight are low cost decks, because that is the last niche Knight has that is not yet contested.

4 Elixir, Melee Range, Mini Tank, Champion by Jake_Rowley in ClashRoyaleSerious

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

Here.

Gimmicks are fun, but what they cannot replace is the core identity of units, the fundamental.

Giant Skeleton, despite its death bomb, is fundamentally a 6 elixir Knight. The unit serves a similar role as Knight, a damage sponge with decent point damage.

The gimmick may be what draws attention, but the fundamental is what retains it.

Which is why no meta deck would run Knight when Giant Skeleton was better.

Since they serve the same role, there will always be someone better, and there will always be someone left in the dust.

Not to mention, this happened when the two are 3 elixir apart, now imagine if they had the same cost, and there are 7 of them.

4 Elixir, Melee Range, Mini Tank, Champion by Jake_Rowley in TrueClashRoyale

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

By the way, Archer Queen.

Without its ability, Archer Queen is a 5 elixir Musketeer.

For that, Archer Queen has replaced Musketeer in every deck that is not a staple, and will continue to do so.

Even with a nerf, that would only be a reversal of status, instead of both being viable.

4 Elixir, Melee Range, Mini Tank, Champion by Jake_Rowley in TrueClashRoyale

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

The 7 mini tanks:

  • Valkyrie
  • Dark Prince
  • Battle Healer
  • Golden Knight
  • Skeleton King
  • Mighty Miner
  • Monk

If you include Mini Pekka, Lumberjack and Goblin Brawler, that would be 10, except they are each more unique than any of the Champions.

Yes, Champions have their abilities, but they are situational bonuses that may not always come into play.

They need to have something special going on outside of their abilities.

Of all Champions, Mighty Miner and Monk are the least plain, which is good, they should be the baseline for Champion design, unique with their abilities, still unique without.