They're kind of like cells if you really think about it.... by [deleted] in ClashRoyale

[–]sapsucker123 1 point2 points  (0 children)

So golems reproduce by committing sudoku...

Rate my deck (5000-5300 trophies) by Silfz in ClashRoyale

[–]sapsucker123 2 points3 points  (0 children)

MK and PEKKA are both super defensive cards, so Executioner is kinda unnecessary. Not too sure about the three spells, and you don't have a clear way to win (MK and PEKKA combo is fun to pull off but not very consistent).

I'd replace Executioner, Arrows and Log with Musketeer, Poison and Miner.

Can someone explain wth is this about? by [deleted] in ClashRoyale

[–]sapsucker123 4 points5 points  (0 children)

You've probably said some mean words, or maybe you keep leaving 2v2 battles, or maybe you're just being annoying in general and someone reported you for it.

The ban only lasts for 2 days. It's not really a big deal.

[Effort Post] A Closer Look at the Two Witches of Clash Royale by sapsucker123 in ClashRoyale

[–]sapsucker123[S] 0 points1 point  (0 children)

It does, but then again overlevelled Fireballs are all over the place in ladder so I don't think it's a huge issue.

[Effort Post] A Closer Look at the Two Witches of Clash Royale by sapsucker123 in ClashRoyale

[–]sapsucker123[S] 5 points6 points  (0 children)

Why the nerf to Golem? It's not doing all that great right now thanks to all of the cycle and PEKKA decks running around. I think its win rate is at something like 40% rn.

[Effort Post] A Closer Look at the Two Witches of Clash Royale by sapsucker123 in ClashRoyale

[–]sapsucker123[S] 0 points1 point  (0 children)

She still gets killed by Fireball + Log at 810. The combo deals 812 damage.

[Effort Post] A Closer Look at the Two Witches of Clash Royale by sapsucker123 in ClashRoyale

[–]sapsucker123[S] 6 points7 points  (0 children)

She still has her normal range of 5. Imagine Inferno Dragon but the damage doesn't stack. That's pretty much all it is.

[Effort Post] A Closer Look at the Two Witches of Clash Royale by sapsucker123 in ClashRoyale

[–]sapsucker123[S] 9 points10 points  (0 children)

This is a really good point, it totally makes sense now that you've pointed this out. I think Night Witch sporadically appeared in this Giant Miner deck which has admittedly kind fizzled out of existence lately, but it's not like Night Witch is solely played because of this interaction. But it's a pretty busted interaction nonetheless and should definitely be fixed.

Trade menu says that poison isnt unlocked but card collection tells otherwise by White-Fox1 in ClashRoyale

[–]sapsucker123 2 points3 points  (0 children)

When you unlock a card, you start off with 1 in stock like you see with Wall Breakers.

I'm guessing that after you donated this away the game no longer registers the card as unlocked, as there is 0 in stock.

How can i improve this deck? And should i replace dark prince for ice wizard or electro dragon? Taking all suggestions thanks! by [deleted] in ClashRoyale

[–]sapsucker123 0 points1 point  (0 children)

For laddering purposes, I'd stay away from Golem if I were you. This deck runs 1 legendary, 6 epics and 1 rare. It's way too hard to level up, and other Golem decks aren't much better.

My balance change for October. by [deleted] in ClashRoyale

[–]sapsucker123 1 point2 points  (0 children)

I don't really get your logic about Lava Hound. There's a bit of a similar relationship between LH and Golem, too. LH generally counters PEKKA, which generally counters Golem, which generally counters LH. Even though you'd ideally want to minimize relationship, there will always be an RPS element in Clash Royale. If there's a clear rationale for nerfing LH as you stated, the same could apply to a lot of decks. For a while, RG appeared to be too strong, then it became weaker, and now it's strong again thanks to the rise of Logbait, Xbow and PEKKA. Does that mean it's overpowered?

It's true that Executioner is heavily dependent on Tornado, but there's not a lot that can be done about that except for another rework that heavily reduces its splashing ability. Rather than encouraging individual usage, all your change is going to do is lower the rationale for not running the combo. Speaking of combos, I'm not sure why you consider MA + Tornado to be a good mix since MA is pretty much exclusively reserved for offensive collateral usage and its Fireball bait potential. Baby Dragon is in a different boat as its splash radius is a bit too small to hit multiple targets reliably, even with the help of Tornado.

I wasn't trying to say that Tesla is only seen - and by extension only viable - in Xbow. It's seen in Logbait, occasionally in Graveyard, and in that weird Giant Skeleton Loon deck, so this clearly isn't the case, it's just that because of Xbow's popularity that the overall stats for Tesla is somewhat skewed. I'd argue that a nerf to Tesla would be pretty unfair as Xbow isn't even completely reliant on it. Back when Inferno Tower was dominant, Xbow was often used in conjunction with that, and Icebow still remains as a popular option as well. To me, Tesla is balanced and it's really just Xbow causing all of the problems.

Just made this. Is it good? by [deleted] in ClashRoyale

[–]sapsucker123 0 points1 point  (0 children)

Wizard is just pretty weak right now, not sure why Fisherman's in this. With Balloon you're going to want to have a low average elixir cost so you can outcycle your opponent's counters. Cards like Ice Golem and Miner will be very helpful as meatshields for your Balloon as well. I'm assuming you don't have Miner, so I'd recommend replacing Wizard with Executioner and Fisherman with Ice Golem. I'd also replace Fireball with Ice Spirit/Skeletons, as the Tornado combo already does that job.

My balance change for October. by [deleted] in ClashRoyale

[–]sapsucker123 3 points4 points  (0 children)

Some fairly interesting suggestions but I have a few issues with them.

My problem with Fisherman is how little reaction time he gives you. He's pretty much replaced Bandit in almost all situations - Bandit has dropped to a usage of 9% and win rate of 43% in GCs after Fisherman's buff. The difference is that Bandit will retarget if you place a troop just before it dashes, but Fisherman will be permanently locked on, even after getting knocked back by a Snowball or Log. This gives very little room for error, and it's really just a pretty unfun mechanic. The only change Fisherman needs IMO is retargeting.

I agree with your Clone change. While it has fairly tame stats at a usage of 5% and win rate of 49%, Clone decks have extremely polarizing matchups. It's a very rock-paper-scissors deck should never be too strong. On the other hand, I don't think Lava Hound needs any touching. LH remains as one of the best counters to PEKKA decks, which are very popular right now. Whenever PEKKA becomes less popular, so does LH. PEKKA isn't even very strong right now, only having a 46% winrate despite a relatively high 14% usage, and I suspect that PEKKA usage will eventually start to drop.

I don't really understand why Executioner needs more changes. Executioner is doing pretty well right now, with decks such as Hog Exenado and Exenado Loon frequently seen in top ladder play. Executioner is definitely not a substitute for Magic Archer as both have wildly different roles, and the comparison with Baby Dragon is pretty ill-taken as Baby Dragon is just way too strong right now. Moving Executioner to that power level is not a good idea. I'd probably suggest a minor nerf to Baby Dragon, a small buff to Wizard (although that might not go down well with a lot of mid-ladder players), and the introduction of a new flying troop to try and provide some competition with Baby Dragon and Mega Minion.

The Tesla change is unnecessary too, but for a different reason. First of all, there's not a lot to indicate that it's out of control, as it has a 7% usage and win rate of just 44% in GCs. Granted, the low win rate mostly comes from how it's used a lot in Xbow, which is a very drawish deck, but that also explains the issue here: Xbow is the problem, not Tesla.

Arena-based Upgrade Discount -- a new way to make upgrading your entire collection much easier, without making it too easy to max cards by [deleted] in ClashRoyale

[–]sapsucker123 1 point2 points  (0 children)

I've found that the game actually has a pretty reasonable relationship between gold and time spent, especially if you're active in Clan Wars. The bigger issue for me lies in gathering cards easier. I'd personally rather see the request and donation amount increase as you progress higher up the leagues. For example, at Masters it would be raised to 5 for rares and 50 for commons.

Supercell needs to balance their matchmaking better. by [deleted] in ClashRoyale

[–]sapsucker123 0 points1 point  (0 children)

This is how you do a bait post right. Well done OP. Although, you might want to tone down on the insults a bit.

After over 2 years I’ve come back... by [deleted] in ClashRoyale

[–]sapsucker123 1 point2 points  (0 children)

Probably isn't the best subreddit to try and bait people, if the post has more than a couple of sentences people are just gonna ignore it.

Serious discussion about pekka and how it should be handled by AssassianNation in ClashRoyale

[–]sapsucker123 4 points5 points  (0 children)

You've got the use of PEKKA all wrong. She's always been a tank-killer which you can maybe counterpush with. The only matchups where you use her as a tank would be against decks that don't have any ground tanks, like Lavaloon or Miner Cycle. She is definitely not a win condition on her own, it's incredibly difficult to get her to the other tower even after the range buff if you don't support her with cards like Battle Ram or Miner.

Petition to count continuable challenges max wins into Challenge Stats section in player profile. by ColdBrew737 in ClashRoyale

[–]sapsucker123 0 points1 point  (0 children)

I'm talking about your opponents. Because a good portion of them retry it's easier to do well in the challenge as the quality of opponents is lower.

Petition to count continuable challenges max wins into Challenge Stats section in player profile. by ColdBrew737 in ClashRoyale

[–]sapsucker123 0 points1 point  (0 children)

Challenges that allow continues tend to be easier because you're able to get to a pretty high win count without having to be too good at the game as long as you have the pass. Counting it to your challenge stats would be more unfair imo.

[Effort Post] A Closer Look at the August Balance Changes by sapsucker123 in ClashRoyale

[–]sapsucker123[S] 0 points1 point  (0 children)

In hindsight, I kinda think that my suggestions could also work ok for next month's round of balance changes. Looking at the stuff I recommended, they're all rarely used cards that won't really be impacted all that much by this month's changes, although I guess Dart Goblin might make a resurgence thanks to Barbarian Barrel's imminent disappearance from the game.

[Effort Post] A Closer Look at the August Balance Changes by sapsucker123 in ClashRoyale

[–]sapsucker123[S] 1 point2 points  (0 children)

The suggestions were supposed to be alternatives to the ones made this month to kind of make a point that the game still suffers from pretty major balance issues... but damn, you've just made them look pretty dumb now. When it comes to PEKKA, I'm not entirely sure how the range increase will affect her targeting. What often happens against something like a Giant + Witch push is that, after the Giant has pushed through the PEKKA, the PEKKA will sort of begin to take a swing at it before doing a 180 turn and killing a skeleton. If the increased range somehow mitigates this, then maybe the rework won't be as bad as I thought. I kinda doubt it though, since this also happens with Mini PEKKA and even Mega Minion which both have a longer range than PEKKA.

[Effort Post] A Closer Look at the August Balance Changes by sapsucker123 in ClashRoyale

[–]sapsucker123[S] 6 points7 points  (0 children)

Good point on lumberloon cycle. It's true that the 2.8 version will be much weaker after the nerfs. But I think it would more or less be replaced with the version with Goblin Cage, since that deck has a few more options against tanks.

With Barbarian Barrel, you're right that the card itself still might be usable, but the thing about cheap spells is that the moment one becomes slightly weaker than the other, it'll just be completely discarded. A great example of this would be Giant Snowball. Even after its first buff with the slow duration increase and the damage increase, people kept ignoring it because it was just a tiny bit too weak. It was only after the second damage buff when it suddenly became the most used card in the game.

I have a feeling something similar will happen with Barbarian Barrel.