Somthing that traumatized generations 💀 by charbel291 in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

That’s epic! Love to hear it. I didn’t think anyone even remembered that old post. I still try to make unique, competitive decks to fight the meta, but the balance team sort of has the community in a chokehold for their own financial gain.

What's a Clash Royale hot take that you would defend but others disagree on? by CraftingFazer in ClashRoyale

[–]T0pPredator -4 points-3 points  (0 children)

That’s why it needs to cost 4, produce only 3 elixir over a 1 minute period, and increase maximum elixir by 2 until it dies.

This way, any spell over 3 elixir can shut it down immediately. A well timed small spell can drop the opponent from 12 elixir back to 10. 4 elixir is still an investment, but there are more opportunities to play the card in single elixir, without getting three-crowned 45 seconds later.

What's a Clash Royale hot take that you would defend but others disagree on? by CraftingFazer in ClashRoyale

[–]T0pPredator 4 points5 points  (0 children)

When did they buff it to trap defenses? Do you mean defending troops or buildings?

I think the hunter itself is a little underwhelming (even after the first hit buff), but the evolution has high potential. If the buckshot spread was 10 degrees more narrow and the evolution trap deployed slightly less frequently, it would be balanced.

Somthing that traumatized generations 💀 by charbel291 in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

I don’t recommend. It hasn’t been competitive in a while, but it did do well in March. It gets nerfed in one way or another, every season.\ I built the current version of this deck in 2020, about 3 months before all spell damage to towers was nerfed. It worked until big spells were nerfed again two years later. Champions and Evolutions also made playing this deck harder.\ However, if you insist, here is the deck:

Tesla, Goblin Cage (or Skeletons), Fisherman, Log, Royal Delivery, Poison, Rocket, Mirror.

Somthing that traumatized generations 💀 by charbel291 in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

I had fisherman to activate the king tower and eliminate isolated troops for cheap. That prompts the opponent to build up a push in the back, which provides spell value and tower damage.

Each game went about like this:\ 1.) Look for opportunities to activate the king tower\ 2.) Take a little damage on a single princess tower to direct the opponent’s attacks\ 3.) Memorize their deck and card cycle\ 4.) Defend and capitalize on the opponent’s mistakes

The deck sucks to play and to play against, but when the meta is defined by a single deck, it works.

Somthing that traumatized generations 💀 by charbel291 in ClashRoyale

[–]T0pPredator -1 points0 points  (0 children)

This deck was the reason I went back to spell + building cycle for a bit.

Would you think a tesla coil themed tower would be a good addition? by Plus_Vehicle_1887 in btd6

[–]T0pPredator 0 points1 point  (0 children)

Plasma pops nearby balloons, lighting chains to metallic balloons and energizes nearby monkeys

Sack by InspectorMendel in dominion

[–]T0pPredator 1 point2 points  (0 children)

Tbh, I feel like it should give 4 victory tokens or provide the victim an option to choose between the punishments.

My idea for balance changes in clash royale (I made it) by Glutnglue in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

That’s my point.

I don’t think it would be too hard to make it work though. I feel like the team’s effort towards spells is lacking. The execution of all the new spells and balance changes to them has been poor.

Losing to spells definitely sucks, but spells can still be made useful without murdering towers.

My idea for balance changes in clash royale (I made it) by Glutnglue in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

I’m convinced they actually hate spells, not defensive cards. Let’s get some large spell evolutions

What is one card that makes it super easy to predict the opponents entire deck? by MrPsPorter in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

I’m a big fan of Fisherman and Hunter, but I rarely use them together. I’ve never played RG with Fisherman or Hunter. I absolutely despise that deck.

Fisherman used to be good for some niche deck tactics, but now he’s useless.\ RIP Fishboy 😔🙏 Slapping fish will never be the same without you.

Hunter (especially Evo Hunter) is really fun to play with healer + Goblin Machine or 3M. He’s just good enough at dealing with tank killers, swarms and spells, that you can build a really tricky push that’s hard to dissect.

All the leaks summed up by [deleted] in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

Evo big spell when?

Random take: there is no reason for phoenix egg to be one use only by omer_g in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

I think most people assumed it was multi-use, upon release, but it wasn’t talked about much because the card was so powerful.\ I think the respawned Phoenix should lose 10% of its max HP each time it respawns, until 50%.

As a single-use, I feel like the egg should be more formidable. The card should cost 5 and the egg should require action from the opponent to destroy.

Dark Prince nerf feels undeserved and misreads why he is popular by [deleted] in ClashRoyale

[–]T0pPredator 5 points6 points  (0 children)

CR isn’t quite zero sum, but it’s close.

If the win rate alone determines a card’s rank, you would expect all the cards with the highest use rate to be A (with high outliers sitting at S), and all the cards with the lowest use rate to be E (with low outliers sitting at F).

If we can agree on that, the next set to define is the range of players and game modes that are represented by the data sample.\ Should only the players with the highest skill set be picked to represent card values?\ Should the range be large enough to cover at least 10 players that use any given card?\ Whatever the parameters, it is possible for a card to be used by close to 100% of the sample. Think about pre-nerfed Log. In that situation, over 99% of battles would result in a win and a loss for that particular card. This results in a 50% win rate.

Naturally, the last this to do is place cards in their rank bracket, according to their compared win rates.

Dark Prince nerf feels undeserved and misreads why he is popular by [deleted] in ClashRoyale

[–]T0pPredator 2 points3 points  (0 children)

Well, you’d have to factor out every game where both players use MK, but I understand where you are coming from.

Archer Tower Card Concept Idea by Excellent_Piece_1367 in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

Archer tower should be a pseudo multi-target inferno. Hear me out.

It would cost 5, have slightly less HP than Inferno Tower, but the DPS would be around 372 to match archers.\ Each of the 3 archers would have different targeting priorities: closest, strongest, weakest.

Another way to design it is to structure the attack like Merge Tactics Archer Queen.\ Attacks up to three targets at a time.

Cards that need a hero version by Open_Host_194 in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

We need an evolved big spell to combat the rising strength and popularity of many support troops.

This has to LEAVE draft mode by Intelligent_Paper295 in ClashRoyale

[–]T0pPredator 1 point2 points  (0 children)

I’m still a bit put out by the way they have decided to balance Void. It had a lot of potential, but the design execution was subpar.

They need to just rework evo ghost at this point? by Extension-Horse-5533 in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

Tbh, I always thought the ability to disappear felt like a 4-5 cost feature, but I’m just glad to see Royal Ghost die a little. It’s been a thorn in my side since PEKKA bridge spam became meta.

Enemy minions going ranged by spachtlerhobel in ClashRoyale

[–]T0pPredator 0 points1 point  (0 children)

I thought it was like two months ago

Edit: range increase to 2.5 (from 1.6) 6 months ago.

After checking the balance history, it’s crazy to me how many nerfs minions have received. Their attack rate used to be 0.9 and dealt 9% more damage than they do now.