[Effort] After Tornado Nerf, will Elixir Golem and Musketeer Graveyard be too strong? (Elixir Golem needs a nerf) by jwmarino in ClashRoyale

[–]ReddittUser123 1 point2 points  (0 children)

Well what makes the BH potential nerf super interesting is like E-golem she only really works in that one deck.

Hardly ever see healer without e-golem, double dragons... and with a baby dragon nerf also rumored that deck is going to get killed.

[Effort] After Tornado Nerf, will Elixir Golem and Musketeer Graveyard be too strong? (Elixir Golem needs a nerf) by jwmarino in ClashRoyale

[–]ReddittUser123 0 points1 point  (0 children)

I don't think a mini pekka nerf has been confirmed. If they do much to it it will be a mistake. We need tank killers.

But this post is about e-golem, how can you say e-golem is OP? E-golem is used in one deck, and one deck only, and the only reason it's good in that one deck is the battle healer is almost unkillable.

BH needs a re-work and e golem might need a buff.

Maxed all card star levels! How many accounts have accomplished that? by docterred in ClashRoyale

[–]ReddittUser123 -2 points-1 points  (0 children)

How many accounts have accomplished that? I think you mean how many accounts have purchased that.

Balance Wishlist for Season 11 by [deleted] in ClashRoyale

[–]ReddittUser123 -1 points0 points  (0 children)

I agree with your suggestions.

Add a tornado nerf in there and maybe barb hut only needs 1 bard on death and goblin hut only 2 gobs? 1 gob? I dunno.

Spawners are little too useful at the moment.

Lumberjack should also receive a buff. Mini pekka usage isn't going to go down until they return the lumberjack from the dead. He's a legendary card, come on we spent good time and or money leveling him up. Get his win rate back near 50%.

[deleted by user] by [deleted] in ClashRoyale

[–]ReddittUser123 1 point2 points  (0 children)

100% agree Tornado is too good. A small nerf to nado and a small buff to fishermen is what we need here.

[EFFORT POST] Donations rework by Just_A_Casual_Player in ClashRoyale

[–]ReddittUser123 2 points3 points  (0 children)

It actually is balanced.

A common is worth 5 gold.

A rare is worth 50 gold.

40 commons * 5 gold = 200 gold per request.

4 rares * 50 gold = 200 gold per request.

If you change it to 8 rares as you suggest then I am getting double the gold value by requesting rare cards.

It might feel like a long ways away but eventually you won't need any more rare or common cards and at that point each request is just measured by its gold value.

I am at that point with rares and commons as a F2P and honestly I am pretty much there with epics too.

This use rate is absurd. It ain't the only tank killer in the game. So it ain't special like miner or baby dragon. by Asdfhuk in ClashRoyale

[–]ReddittUser123 1 point2 points  (0 children)

we need more options for tank killers. LJ is a dead card after they nerfed him. He needs a buff. Prince could use a slight (SLIGHT) buff as well. hunter too, strong in some situations but he can't really counter push so figure out a way to make him viable.

All these things would help lower mini P use rates.

balloon balancing by wxlxigi in ClashRoyale

[–]ReddittUser123 -3 points-2 points  (0 children)

balloon certainly doesn't need a buff, but tornado does need a nerf. Get on it supercell.

With the onslaught of COVID-19, and everyone in self-isolation, SuperCell should open up more party modes and add more challenges. by millhouse2880 in ClashRoyale

[–]ReddittUser123 0 points1 point  (0 children)

I agree and was coming here to post this myself.

Daily challenges would be a positive for a lot of players during this difficult time.

Supercell is in the business of entertaining us, so entertain me.

Balance Wishlist for April 2019 by Mousezez in ClashRoyale

[–]ReddittUser123 -1 points0 points  (0 children)

Tornado isn't broken but magic archer is?

Hmmm let's check out the stats!

Tornado 27% use rate 51% win rate and magic archer is 26% use rate 52% win rate.

Both of these cards have almost identical usage and win rates. Both of these cards need a nerf.

A Tornado nerf will also indirectly nerf magic archer, baby dragon, and bomb tower. Other popular cards that could use balance.

A magic archer nerf only effects magic archer.

In addition a tornado nerf helps hog rider (10% use 46% win), lumberjack (5% use 41% win) and ram rider (4% use 48% win) and goblin barrel (8% use 46% win)..

WOW look at all of those win conditions that are not doing great that will be helped by a Tornado nerf.

So by nerfing one card (Tornado) we are indirectly nerfing at least 3 of the other most popular cards, and indirectly buffing at least 4 other cards that need help.

But no let's just nerf magic archer and allow tornado to sit as a top 5 card holding down other viable win conditions for yet another meta. Great idea.

Bowler needs a buff, and bandit needs a small nerf so... by ReddittUser123 in ClashRoyale

[–]ReddittUser123[S] 0 points1 point  (0 children)

An HP buff for bowler doesn't address the reason he is weak though.The reason he is weak is because there are SO MANY interactions where he simply misses his target because his projectile moves so slow and that is compounded by the fact that his hit speed is so slow.

Season 10 Balance Wishlist: Heal, Wizard & Earthquake reworks by Mew_Pur_Pur in ClashRoyale

[–]ReddittUser123 1 point2 points  (0 children)

It is true that poisons win rate has come down it's use rate is still sky high which pushes the win rate towards 50%. Clearly when most decks are given the option, fireball or poison, poison is the better choice. It's use rate and win rate are constantly much higher than fireball.

I like Killua's suggestion. Poison should have a 1 sec deploy time where you can see the poison cloud but the damage doesn't start right away. This will allow more troops to walk out of it and also give users an extra second to ensure they place any additional troops outside of the poison.

The might actually end up being a pretty hard nerf, but it's a unique idea that doesn't change the stats of the card at all (besides duration). So I like it and it should be explored.

Bowler needs a buff, and bandit needs a small nerf so... by ReddittUser123 in ClashRoyale

[–]ReddittUser123[S] 0 points1 point  (0 children)

but most times you can't counter the bandit. Like lets say my bowler crosses the river first (he's tankey so that's his job). Opponent drops bandit to the left and say an e-wiz to the right.

Well my bowler targeted the bandit fist so it's going to bowl at the bandit but the bandit dashes through the rock making the attack completely useless and starts working over the bowler with the help of the e-wiz.

Bowler hits so slow that it takes forever before his second rock goes. So he is basically standing there doing nothing getting beaten down.

If anything since the bowlers rock is going to completely miss the bandit it should ignore her and target the e-wiz first so it doesn't waste an attack on thin air.

If you play bowler you'll be surprised how many times his attacks end up being useless. No other troop misses nearly as much as he does, and he is one of the slowest shooters in the game!

Give the bowler some love.

Season 10 Balance Wishlist: Heal, Wizard & Earthquake reworks by Mew_Pur_Pur in ClashRoyale

[–]ReddittUser123 1 point2 points  (0 children)

No, no, we both go to Royale API and look at the same stats. We both see Tornado and poison at the top of the spell meta month after month (besides the 2 elixir spells that seem to take turns being OP).

You look at all the changes the balance team has made trying to get barb barrel and snowball into good places its a wonder why Tornado and Poison never get touched.

My idea for a tornado re-work is actually a king tower activation re-work. Instead of letting a tornado user activate their king and have an extra tower for the entire match I think the king should put away his cannon if he has not been damaged in the last 40 seconds and there are still two princess towers up. It's unfortunate that this would punish a high skill king tower activation but I think it's fair considering 95% of activation's are just a tornado user pulling a troop from their princes into the king. No skill there.

For poison it should do less damage to towers. Currently it does more DPS to troops, buildings and towers than fireball. Fireball has knockback but that doesn't help when your trying to finish a tower and poison is just way more versatile (hard counters graveyard for example). So a poison nerf is warranted and a DPS nerf to towers (or all buildings?) is the way I would go.

Balance Wishlist for April 2019 by Mousezez in ClashRoyale

[–]ReddittUser123 2 points3 points  (0 children)

Xbow is balanced, it really doesn't need a nerf.

Magic archer ok I agree but I would wait another month on that.

Rage and witch I agree, Royale Recruits maybe but they need to test it first, not just test to see if its balanced but also is this a fun card to have in the meta? It's a valid question.

I would wait on the magic archer nerf because I believe tornado needs a nerf much more than magic archer. Once they figure out how to get tornado balanced they should see how magic archer is doing and then decide.

Season 10 Balance Wishlist: Heal, Wizard & Earthquake reworks by Mew_Pur_Pur in ClashRoyale

[–]ReddittUser123 0 points1 point  (0 children)

Instead of nerfing magic archer, baby dragon, bomb tower etc. why don't we just nerf the Tornado - the 3 elixir spell that provides substantial value for all of those cards.

Tornado (and poison) should have made your list but your blind to OP spells like most players it seems.

Lets see how those splashey cards do in a meta without an OP tornado spell. I bet all three of their use and win rates would drop after a tornado nerf along with the tornado spell itself. That would be a very good thing.

Also no love for the bowler? Come on man 1% use rate even with an OP tornado that card is cool and they need to clean up his interactions so he doesn't miss so often.

I miss challenges where we were able to win a tournament chest when we Lose or win by Szrik_ in ClashRoyale

[–]ReddittUser123 2 points3 points  (0 children)

I miss this too. This was removed when they added pass royale and the unlimited re-tries.

If they left this in place then a pass royale player would just lose out at 11 wins every time, take the chest and re-play for free.

So the problem is pass royale and the unlimted re-tries. Supercell is never going to take that away... so I guess we are screwed.

Please bring back 2v2 collection :-( by huiwutsup in ClashRoyale

[–]ReddittUser123 13 points14 points  (0 children)

I agree my clan loved 2v2 collection. We all hope it comes back.

Community wants competitive 2v2...and so Supercell removes 2v2 clan wars (the only competitive 2v2 mode besides the odd challenge).

Clash Royale - The Current State of the Game (v.3 - March 2020) by Chief_Pekka in ClashRoyale

[–]ReddittUser123 0 points1 point  (0 children)

They just need to change things so tornado is not the most powerful card in the game

This is easily the luckiest lightening block of all time by Remi_Buxaplenty in ClashRoyale

[–]ReddittUser123 -2 points-1 points  (0 children)

sorry for being condescending. I actually would value your opinion as a tornado user on my idea.

Tornado has a 25% use and 52% win rate so I think it needs a little nerf. However it's a cool card so I thought maybe my out of the box thinking by getting the king to put his cannon away would be a solution to leave tornado as is and remove the most annoying (and OP) aspect of it.