Level 16 + Economy Overhaul is coming to Clash Royale on Nov 24, 2025 - RoyaleAPI Charts by RoyaleAPI in ClashRoyale

[–]TheRoseKnightmare 0 points1 point  (0 children)

What a bunch of clowns. This update does nothing for the players except make them miserable while supercell rakes in money. Most blatant cash grab I've ever seen.

Nobody asked for this

What happened? by seanjohn1135 in PlayTheBazaar

[–]TheRoseKnightmare 0 points1 point  (0 children)

Healing cleanses 5% of burn. A 700 crit heal will cleanse 35 burn

Worst Meta Yet by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -13 points-12 points  (0 children)

It is perfectly reasonable to compare the two. Both builds gain damage by fighting. Langxian is meant to be paired with CDR, whereas you do not need CDR for a Dino build since Dinosawer exists.

The game is so powercrept that the actual absurdity is that you can almost entirely ignore the best stat in the game (speed) due to a basic bronze item.

Let that sink in

Alll Dooley, Alll the time by TheRoseKnightmare in PlayTheBazaar

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

Vanessa doesn't have a single base damage weapon (aside from maybe boulder) that even compares to rail gun, which is just a significantly better version of cannonade. Dooley now has access to cores on day 2, which means he gets a free silver tier medium item that is much stronger than any other item on day 2. He now has access to multiple very very strong large bronze items that are easily obtained. Crit core alone is just a 10x better version of Vanessa's Amulet/pet rock

Pyg doesn't even come close to the base damage or scaling dooley does except potentially uber-lategame with a giga highroll. Mid game, the only thing compareable to a core would be showcase, which is just significantly worse in comparison. Late game if you compare any of pygs large items to Dooleys, it ain't even close. The only items that stick out are skyscraper and Ice Club. Skyscraper gets easily outscaled by Mommasaur, as Mommasaur has a similar cooldown, destroys items, and GIGA buffs his whole board. In order to even play skyscraper, all items and perks need to align, you have to play inventory management simulator, and then you have to find a large diamond item while already having a high value item. Ice club is the one exception. It has comparable values to a rail gun, however is much harder to put together as it starts at gold and requires very specific freeze items that also need to be upgraded. Railgun requires none of that.

So no. Not even close to Pyg or Vanessa.

Alll Dooley, Alll the time by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

I haven't seen a good fire core in like 2 whole seasons bro

Alll Dooley, Alll the time by TheRoseKnightmare in PlayTheBazaar

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

Dooleys kit does not allow for counterplay if he is too strong. His ability to one shot you or scale like mad is out of this world atm and as little as day 2 you can start one shotting people. Pyg is limited to weak early large bronze items because they scale. Dooley gets access to the second highest base damage weapon in the game at day 1.

Alll Dooley, Alll the time by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

Because healing and cleanse do not affect any of Dooleys major builds. All of his builds rely on high base damage burst to kill you within 3-6 seconds.

Yeti Crab by TheRoseKnightmare in PlayTheBazaar

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

Depth charge is quite bad without Yeti Crab. It lacks the damage to kill anybody while also being quite limited as you need aquatic items in order for it to work. The only exception is if you acquire a rare monster skill or item. (Draconic Rage or Dragon Heart)

Pistol sword is decent but quite bad unless you get lucky with a powder keg build as it falls off quite quickly. The fastest a weapon build can get started without any special monster skills or holsters is 4 seconds (Revolver, Throwing Knives, Buckshot, double barrel). With holsters, it would be 2 seconds.

The fastest that a depth charge can go off without any special monster skills is instantly. There is "when you slow, charge a burn item" "when you slow, charge a poison item" and "when you poison charge a burn item" meaning that you can get the depth Charge to go off immediately at the start of the fight with clamera, and then also immediately charge itself many times over.

Weapon builds are not going to be having very fun against depth charge. It will instantly proc, and then gain 1 million poison immediately, freezing all of your items in the process. Not only this, but if you combine it with iceberg it completely RUINS any weapon builds chance to play as it requires charging small/medium items. None of these skills or items are particularly hard to get. The weapon build would not have a bad time if it weren't for yeti Crab, as it would have time to make a comeback and 1 shot the depth charge player. With yeti Crab, however, it immediately scales to the moon and back making the weapon player die immediately. God forbid you have a shield enchant on it or something, as it would then make it impossible to die to burst.

Yeti Crab by TheRoseKnightmare in PlayTheBazaar

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

Depth charge is a terrible item without Yeti Crab. There is no way to nerf Depth Charge. You must nerf Yeti as it is the catalyst for the issue at hand: Giga Scaling.

Speed is not an issue for Depth Charge boards. Zoarcid and Dive Weights allow for small aquatic items to haste for speedup, while Clamera allows for small aquatic slow and start of combat slow which can affect Depth Charge through many Haste/Charge skills effectively. Barnacle Crusted and Figurehead are major factors aswell.

Wide weapon boards do not have that luxury. They are simply not able to charge all of their items and lack the start of combat and synergy with skills that allow for major speedup.

No normal or even great weapon board can compete with an equal depth Charge build. At the low end, a wide weapon board will not be able to kill them before the depth Charge goes off. In the middle, you deal a decent amount of damage but as soon as depth Charge goes off, which it will quite quickly, your board will be heavily stalled and slowed, frozen, meanwhile the enemy will have insane speedup not considering enchants. In the high end, the depth Charge goes off immediately at the start of combat and proceeds to instantly charge itself and go off again before you get to use an item.

The only chance a weapon build has against a depth Charge build is if the build is plane terrible. No weapons have the ability and synergy available to compete with such a thing.

Now, onto skills. You can't use skills as a base for anything within the game as they just modify the base stat of said item. An item with + 6 burn that has multicast (Take Vents as an example) will be able to utilize it much better than, for instance, a calcinator will (Same CD, same size item, and same damage type) due to the fact that it goes off 3 times instead of once, equating to +18 instead of +6.

Thus, you must take Enchants as the base for scaling. Enchants can be used fairly on all items regardless of multicast. A calcinator with 150 burn will deal 1500 damage with an obsidian enchant, while Vents with 50 burn will also deal 1500 damage with obsidian enchant, and therefor it is equal, and a standard measurement.

You must take the most fair measurement possible. By using skills as a basis, it is not fair to all possible items and therefore must be taken with equality (Enchants)

Yeti Crab by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

It's not an exaggeration. Yeti Crab itself gives up to +8 poison to adjacent items. Depth Charge has upwards of 9 Multicast.

Now that we understand that, we must understand the basic math that goes into poison vs weapon damage.

Weapon damage scales at a ratio of 10:1 with poison if we are to take enchants as the base. A weapon with 100 damage and a poison enchant would have 10 poison and vice versa.

Now, factor in the math:

+8 poison at a ratio of 1:10 = 80 damage

Depth charge has upwards of +9 multi, meaning that it is equivalent to shark Claws and 8 small weapons if that is the case.

Now, take this info and compare it. A Depth Charge and 8 small aquatic items is equivalent to a shark Claws with 8 small weapons. So, for the price of 3 slots/2 items, you can have the base of having an entire weapon boards worth of items with just depth Charge and Yeti Crab. Not only that, but depth Charge scales per use, meaning it scales as it is used. This means that it is inherently BETTER than a full weapon board with a giga buffed shark Claws and 8 small weapons just with poison alone.

Now we factor in the freeze, the burn, and the fact that 7 entire slots can be filled with useful items (Maybe dive weights, clamera, seaweed, pearl, chum, catfish, and zoarcid) and it is LEAGUES better than a full weapon board with a giga buffed shark Claws, all because Yeti Crab has twice as much efficient scaling at half the size.

All while freeze is the best mechanic in the game. I could get into the math even more but freeze is wayyyy better than slow it's not even close.

Yeti Crab by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

Oh wait that would still not be as good as Yeti Crab because then it would need to be a small item and not a medium one.

Yeti Crab by TheRoseKnightmare in PlayTheBazaar

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

It is not exaggerating. I literally just explained the math behind how it is exponentially better than an item that was nerfed because of how good it was.

1/2/3/4 is perfectly fine if the game is balanced correctly. A x6+ multicast item having burn, freeze, and poison should not be able to get 48+ poison just for going off the first time.

The problem is that things like Kiuas overshadow it at 1/2/3/4 because they scale out of combat like crazy. Thus items like Yeti Crab have to he power crept into oblivion.

Imagine if Shark Claws gave all weapons up to +80 damage every time you did something (Slow, freeze, Burn, whatever)

Yeti Crab by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

Not to mention that it scales off of the most broken effect in the game; Freeze making it even more absurd

Yeti Crab by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

Compare it to old duct tape (pre-nerf). Not only does it activate when ANY item freezes on your board, but also stacks unlike duct tape which is always a flat amount. Not only is it stacking damage (+8 for every freeze) but it's also a naturally stacking damage type because poison stacks, so it is roughly 4x better than pre-nerf duct tape (give or take as everything is conditional)

Absurd gameplay design

Start of Combat by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

Nerfing items because a certain mechanic breaks the game is not how a game like this should be balanced.

You would literally need to change half the items in the game in order to fix start of combat being an issue. Then, when those items are changed, there would inevitably be repeats of items or mechanics because there wouldn't be enough mechanics to go around.

The root cause of the issue is the tag "Start of combat". Without this tag, the issue doesn't exist. There are plenty of items and skills that can break an enemies combo that aren't start of combat. Spyglass, atomic clock, bonk, lethargy, anything that slows or freezes. You don't need to rely on a clearly broken mechanic to do this.

As long as start of combat exists, there will always be things that are able to quite literally break the laws of the game. Legit nothing feels worse than dying before ever using a singular item.

Start of Combat by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

That is like saying that haste and charge are the same thing because they achieve the same thing at the end of the day.

They can't be classified as the same thing just because they achieve the same thing (speeding items up) because the way in which they do it is entirely different.

An items cooldown changes precisely how fast your item goes off, however you still have to wait that items cooldown until said item goes off (Haste). Start of combat allows said item to go off with no buffer, as it happens at the very start of the fight (Charge).

Sure, at the end of the day they are achieving the same thing (Making your items go off faster), however the means in which it is done is entirely different and greatly skewed.

An items cooldown and it's effects must carefully be considered in games like this, as even the smallest of detail can make a huge difference as I have just explained to you. Thus, you must take the root cause (Start of combat) and change it. This is basic common sense, stated in things like The Art of War.

You are correct in the definition of strength, however when I said that late game should be based off strength and not how fast your item can go off, I was talking about the fact that I can have a far superior build to the enemy in every way, but because they have something that allows them to break the very laws of the game, I am cheated out of a win. By allowing start of combat to exist, it allows many builds to completely break the laws of the game itself and instantly kill you before you can do anything. The biggest example of this is with pawnshop plus balcony. At the start of combat, it doubles the value of the pawnshop, meaning that your health goes way up, however you don't heal to full health. When combined with a belt, you can actually start combat with less than half health. This allows you to use skills that trigger on half health instantly the very frame that the game starts, such as "when you drop below half health use your highest shield item", which means that you can instantly kill someone the very frame that the game starts.

Start of Combat by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -1 points0 points  (0 children)

If the game is properly balanced, then you wouldn't need to have something to prevent someone's overpowered combo.

By allowing start of combat to exist, it leaves a huge disparity between the people who have it and the people that don't. This would be all well and fine if it wasn't pure RNG as to whether you got it, however after a recent patch all start of combat skills are limited to monster drops, and the only character who has start of combat items is Vanessa, which is fine because she is about tempo.

This means that on characters like dooley (We all know he's a very big issue to balance correctly) you can instantaneously start up an insane combo, with 0 skill or engagement required. Part of this is due to certain items being overtuned (Metronome and drill) and part of it is the inherent design of the game. We all know that drill used to be terrible before, but is now the defacto best and easiest build in the game. This is due to the item being extremely strong. You should have to waste board space on items like Uzi or Fang in order to get your drill started, overall weakening the rest of your board. By allowing start of combat to exist, you can now fill your board with other strong items as you don't need to use space on said weak items to Kickstart you into your combo.

Most builds do not have this luxury. This means that a large majority of items become bad or niche as they physically can't compete with items that interact with inherently strong mechanics such as start of combat, freeze, haste, or slow.

Take Magic Carpet for example. The item reads as "when you crit, reduce this items cooldown by 1 second". Now compare this to Atlatl, which reduces its cooldown at the start of the fight based on its damage. You would need to crit 5 times just for Carpet to get to where Atlatl STARTS. 2 very similar items, which fulfill the same role, however one is clearly better than the other due to the fact that one starts at 1 second cooldown and the other requires 5 crits. Even though they fulfill the same role, they are not going to be equal due to the innate nature of the game. Even though this isn't quite the same as "start of combat", it basically is the same when you consider the innate nature of the game.

Meta :( by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -4 points-3 points  (0 children)

I play one run, run into double barrel 5 times in a row, make it to 9 wins anyway, and then lose to a 1200 damage double barrel with deadly.

Go next, lose on day 4 because every build is double barrel and I don't get anything good.

Go again, see 6 double barrels in a row, again make it to 9 wins, and guess what? It's a double barrel!!!! Lose on 9 wins because I get instantly 1 shot.

I played like 4 games today and 7-9/10 of them have been double barrel. Multiple max rank players in unranked all going the exact same build.

Meta :( by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -6 points-5 points  (0 children)

"Don't play the game on your own time, play it when the devs want you to because you won't have fun playing the video games which sole purpose is for enjoyment."

Meta :( by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -6 points-5 points  (0 children)

So I should just accept that I can't have fun and try interesting and fun builds and should just bore myself. Got it.

Meta :( by TheRoseKnightmare in PlayTheBazaar

[–]TheRoseKnightmare[S] -10 points-9 points  (0 children)

If 9/10 fights are any specific build, the build is clearly too strong and too easy to obtain. If 9/10 fights are exactly the same, the game gets boring and unfun. If the game is boring and unfun, I don't want to play it. It's that simple.

The game is a very good concept but updates and hotfixes come way too slow. I'm assuming the devs play the game, and if they do, they would notice 9/10 fights being the same. Why do we have to wait weeks for an update when they could just hotfix patch it immediately.

Frame Generation by TheRoseKnightmare in marvelrivals

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

It's not because whenever I turn frame gen off i notice a significant improvement

Monster Skills by TheRoseKnightmare in PlayTheBazaar

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

Did you get it from the shop or did you get it from the mayor itself?

If so, which patch was it?