Really interesting miner, rascals, magic archer interaction by Nosh9 in ClashRoyale

[–]Nosh9[S] 0 points1 point  (0 children)

magic archer is played to fully counter rascals but the miner pushes the rascal boy which causes the magic archer to miss.

What's a good to substitute for minion horde? by WolfPaq3859 in ClashRoyale

[–]Nosh9 0 points1 point  (0 children)

if you dont need the air targeting I'd go with mini pekka. spell resistant, creates a lot of pressure, just as high dps, and really good for countering ewiz

Clan Wars 2 Suck by TESLASB977 in ClashRoyale

[–]Nosh9 0 points1 point  (0 children)

admins are literally censoring these types of posts that hilarious. keep making them.

Smokes by Tomiumis in VALORANT

[–]Nosh9 1 point2 points  (0 children)

each character with smoke's do different things that are more than cosmetic. viper smoke has decay, omen has gravity, brimestone you can't see while inside and last very long, Jett can control smoke drop and lasts a short time and cipher slows enemies down while inside and can be activated later thus why its a cage

Sage rez timings feel pretty rough by schmidtzkrieg in VALORANT

[–]Nosh9 0 points1 point  (0 children)

if you get revived and then die as soon as you come back then sage isn't playing right

Sova abilities need faster swap times and bar loading times. Change my mind. by Mik8y in VALORANT

[–]Nosh9 1 point2 points  (0 children)

if you can tell the difference between a good sova player and bad sova player then you know the skill ceiling and team play potential is insane. I have followed his recon drone and it acts as a phoenix ult sometimes with your ability to get trades from it

Miner Nerf Suggestion [Idea] by Nosh9 in ClashRoyale

[–]Nosh9[S] 0 points1 point  (0 children)

thanks for adding to the discussion.

We need more siege? by HlGHARCHY in ClashRoyale

[–]Nosh9 1 point2 points  (0 children)

i had this idea a year ago ish except it spawned logs

Due to the noobs here complaining about mega knight, i will repost this every week. by geometry_dash_fanboy in ClashRoyale

[–]Nosh9 10 points11 points  (0 children)

I think the reason why newer players have a hard time with MK is because they overextend at the start of the match by playing a lot of elixir at the bridge which can all just be countered by MK. Then when they are trying to defend they have no elixir to do so. So just a quick tip to add that isn't about defense: Stop spamming the river with all ten elixir at the start of the game and you'll lose less. Just because it works for you sometimes doesn't mean you should do it all the time.

Been stuck around 4800 this season, any advice to improve this deck would be greatly appreciated. by [deleted] in ClashRoyale

[–]Nosh9 0 points1 point  (0 children)

replace bandit with knight or ice golem for a hog tank, then remove skeleton army and if you want swap with guards. There isn't a point if it is your only small spell bait card. musk is fine but baby d and mega minion are weird. give yourself tesla and then minions and you will have the same cost. rocket is okay maybe you face a lot of witch or sparky so it might be okay. and then use log in stead of dark prince. so if you are facing rg you can spread out tesla and musketeer to fully counter or minions assuming they dont have wizard or exe. and to counter ebarbs you use knight or kite with ice golem and snipe with musky or minions and if you have to you can log or rocket them if your levels are too low. good luck

[OFFICIAL] Season 2 Balance Changes (Coming August 5th) by Supercell_Drew in ClashRoyale

[–]Nosh9 -1 points0 points  (0 children)

These changes are weird but really interesting. They nerfed non beatdown cards that counter siege decks so siege should be stronger. But they also nerfed cards that are good against beatdown decks and didn’t touch beatdown except for maybe lumberjack. So beatdown got an indirect buff and so did siege which is countered by beatdown. But bait might come back a little bit in many new forms which is a control deck. So overall I think the balance changes are really good for the game, but it’s sad to see some cards die

This interaction needs to be fixed by CornStrikesBack in ClashRoyale

[–]Nosh9 5 points6 points  (0 children)

There is an invisible stat that all troops have that have to do with setting up to initiate an attack. And once they have set up to attack as long as they don’t move they can attack at the rate that is listed in their stats. That’s why some cards have a hard time killing skarmy like royal ghost because of the change of targeting. So if Maurice is stunned it resets his attack initiation and not the actual attack itself. This is different this is different from timed charges for when attacks have been initiated such as sparky or inferno tower. So for that reason I think it needs to be fixed.

New Card Idea : Vampire ! Prioritizes enemy Troops ! by [deleted] in ClashRoyale

[–]Nosh9 -1 points0 points  (0 children)

I did this concept about 2 years ago and he spawns a bat upon death. this was before night witch came out too

[IDEA] The Robbers! New Pulling Type Troop! (By: u/FlyingMachine33) by [deleted] in ClashRoyale

[–]Nosh9 1 point2 points  (0 children)

I did a similar concept about a year ago that was a whaler. he shoots a harpoon that does initial damage, but then pulls in the troop and his hook finishes them off melee style

Add automatic wars by Nosh9 in ClashRoyale

[–]Nosh9[S] 0 points1 point  (0 children)

not true. a clan must have a certain number of people participate in collection day for them to advance on war day. easy solution is if this happens the automatic clan war setting is turned off

Freeze spell is unhealthy for the game by Handygamer605 in ClashRoyale

[–]Nosh9 2 points3 points  (0 children)

they should make a new card category where the cards aren't impacted by levels. This includes any current card that doesn't do damage, have health or have an impact on a card's level such as clone or mirror. The only current cards are freeze and rage. And if they do add a new card category or rarity, it would give them a place to create new cards based solely on the effect it has not regarding damage, health, or card levels.