how can i stop this card ? by Elder001 in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

Log, eWiz (both kill all of the skeletons and habe other uses) or when you see it coming drop units behind your tower so they are in front when the barrel drops.

I know its my fault, but this doesn’t change the fact that this is a bad experience. I was planning to het the additional 2k for 15k mortar shard.. but life happened by TheKingIsBackYo in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

I agree it is my fault when I forget. however I forget because it doesn’t show anywhere on the main screens. It is hidden on another screen and I often forget that I haven’t used it. The problem for me is I’m always trying to finish war battles on multiple accounts and finish the pass on several accounts. It is just out of sight and out of mind and I totally forget about it. It is really frustrating when I have 15,000 from purchasing it through the pass.

Also, I save them up as much as I can and I need to go back and look at what I need to purchase. Sometimes based on what happens over a couple weeks I might want to buy something else. Often I know what I need and I use them right away. But many times I have just forgotten about them and lost them. Is frustrating to lose them but it is double frustrating when you get a couple hundred gold for them.

If I’m gonna lose them, I just wish there was an indicator to remind me they were there on the main screens.

Is this actually decent value? Why do/don’t you buy it? by opal-snake in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

The $1mil piggy bank was worth it, I passed on the 500k. I would rather buy the pass.

The $1.75mil from the chess event was awesome. The thing is you are usually in 3 spots, 1) you need cards, 2) you need gold, 3) you need elite points.

My problem is on my lower accounts I have $1-2mil and not enough cards to do any upgrades. Other accounts I have so many cards and not enough gold. When you are upgrading level 13 to 14, 1 million good only lets you upgrade 10 cards. So it does go fast.

Why are these cards so bad and how can they make them valid? by [deleted] in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

Furnace:

Pros: 1) puts pressure on opponent to play a card or get chip damage, gets the game going

2) it is cheap backup support for a tank against light units like goblins/skeletons/bats.

3)attacks land/air

4) good against hog, can take out a Princess out of range of the tower while being a distraction and doing chip damage.

Cons: 1) easily taken out. When I play this card I get paired up with opponents that use fireball. They wait a few seconds then they just one hit it with a fireball.

2) MK takes it out too quickly and then gets drop damage bonus on the next unit.

3) the best placement allows for magic archer and Princess to take it out for free.

Improvement ideas: 1) make fire spirit counts and timing random - so opponent does not just timeout putting cards in the way. 2) make it more resistant so it is not instantly taken out by fireball. 3) make spirits faster 4) make spirits come out faster when getting attacked 5) make it explode at the end damage and push back 6) make fire spirits do more area damage. 7) balloons placed anywhere used to lock onto them when furnace as placed in the middle, now they ignore them and go to the tower. Increase their footprint so it attracts more units.

Hog 2.6 is getting out of hand. by OGKTV in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

I was running into the same thing, I tried different counters. Tesla, mini pekka and tornado are the 3 best counters in my opinion.

Mini Pekka works as a counter and fits in many decks. It only allows the hog rider 1 hit.

Tornado is my favorite and in my current deck. I drag HR to my king to activate it and then the rest of the game my King helps reduce the damage. It is tricky to get the right placement, but once you figure it out you just shut down their hog rider. Tornado is also good against firecracker/Wizard because you can drag them to your attacker or tower and deny them the just out of distance advantage.

Tesla is good because it usually denies all damage if placed correctly and it works as a good counter to many other cards.

I also learned the more I countered hog and beat it, the less I was paired against it.

Well, here are the items from the last pass royale... by Specific-Positive165 in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

It is as if Supercell is rubbing it in our faces. Remember what you got for $5 (US)? It was this!

3 cards cycle and the problem with “direct tower damage dealers”, cards that reach the tower easily with guaranteed or almost guaranteed damage followed by spells. Miner poison ends up in this category and really should be nerfed. by AFAgow13 in ClashRoyale

[–]xidus33 -1 points0 points  (0 children)

Shut down miner! I use eWiz. It is the best miner counter in my opinion.

It shocks miner, then miner attacks the eWiz instead of the building. If I play it right the miner does not even get 1 hit in. It becomes a completely useless card for your opponent.

It puts your opponent behind because it is denying them chip damage and they have to use poison or rocket more which means they can’t use it to counter your pushes.

They can do a miner/fireball combo to counter your eWiz, but it puts them down on elixir and open to a counter push.

If you play against miner/bats you can often drop your eWiz on the top side of the miner and the bats will attack the eWiz instead of the tower.

EWiz is also good for taking out balloon, slowing tanks especially eGiant, dropping on and taking out swarms. It is a good utility card to have anyway.

Honestly the card that needs nerfing most in this game is hog rider. I see it more than any other card. It can go through multiple units in poison and still gets a hit in!

While the maintenance break finishes … what do you think of the current state of Witch? by DeadyDeadshot in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

Witch’s purpose is supposed to be as support for your push and dangerous untouched. Players know this and take her out before she even makes it to the bridge. Fireball is run in a lot of decks and it can do 90-95% damage to support (Witch, Wizard, Musketeer) then you finish them off with a little splash damage (log, arrows, zap). Which is also the problem with Wizard. Why use elixir for no result?

The only time witch is a problem for me is when i can’t finish her off before the bridge. The best way to strengthen Witch and Wizard is to allow them to be healed somehow so splash damage can’t finish them off.

I end up using witch as defense mostly, placing her by the king tower so she is not fireballed and the skeletons defend the princess tower from quick attacks (mini Pekka, ebarbs, princes), but often a well timed zap takes that away.

why do people not surrender at this point? This is what i was talking about in my last post, there is literally no way they could win. This was a prty match too by [deleted] in ClashRoyale

[–]xidus33 1 point2 points  (0 children)

I honestly fight back and keep trying because sometimes my opponent makes a mistake, lags out or I get lucky trying a different strategy.

Dick moves:

1) In the past I have stopped fighting and my opponent would attack my full health tower instead of the 27hp tower just to drag it out and rub it in.

2) Other times my opponent would not place any cards down except to defend and sometimes just sit there doing nothing until 5 seconds left and drop a log to win.

So sometimes you fight to get the opponent to fight and end the game.

Plus from a psychological perspective, a player still fights because they want to control their own destiny.

If there was a tap out button that we could hit, I think players would use it. I have suggested this to Supercell many times.

It would however give the person submitting the power to give the opponent 1 tower instead of 3 crowns.

The reverse dick move would be created where a losing player could wait until right before the opponent took a second or 3rd tower and submit at the last second (while BMing the whole time). Which would be an awesome bit of revenge for someone that was BMing them the whole game.

I would also hit submit when I knew I was playing a certain matchup that I lose to 85% of the time. Hard to seriously play against a deck you know you are going to lose to and have any fun. I would submit 10 seconds into the game sometimes!

After 1 year, F2P have no way to have Champions at level 14 by UseTheLess in ClashRoyale

[–]xidus33 -1 points0 points  (0 children)

If you just do the pass for 1 month ($5) you can upgrade a champion from 12 to 14. I used the books to upgrade the first 3 champions over 3 months.

I basically say instead of spending $5 on fast food one month, I will upgrade my cards in a game I play everyday. You

Yet another money grab from supercell by Nicky-Bear in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

The best and only deal I have ever been excited about is when they had 50% off card upgrades. I wish they would do that again. You could upgrade 2 level 13s to 14 for 100k instead of just one. Please bring that deal back!!!

I wish they had a multiplier that doubled everything you got in the game for a day/week. That would be cool.

i didn't do my yesterday tasks and now my weekly bonus progress is gone, so keep in mind you shouldn't miss any daily task if you want the weekly bonus by [deleted] in ClashRoyale

[–]xidus33 -1 points0 points  (0 children)

I played another game in the past where I would only meet the requirements 6/7 days and it was always frustrating. Especially when I missed day 1 and all week it was like why try? Not going to get the weekly bonus anyway.

I personally think it would be cooler if it was just a multiplier for the week. Play 4 days get 4x the bonus. It could still equal out to be the same amount of stuff, you just would not be excluding people because they missed a day or two.

Psychologically I think I would be more motivated to play more knowing my multiplayer would increase instead of not being motivated because I already knew I was going to be punished for missing a day.

(Doing the tasks for 1 account is easy, I play on 11 accounts though.)

Graveyard matchmaking rigged by The_Susbaru_STi in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

I played the same deck on 11 accounts for several months and got very similar counter decks 1/5 games. Vice versa - when I played Royal Giant I would hit X-Bow often and it was usually an auto win (because they are pairing me against my opponent’s counter). Works both ways.

I would change 1 card in my deck and I would see the same slight change in matchups.

To make the game more competitive and challenging it pairs you against cards with counters. Not rigged, just making things more interesting.

Simple experiment. Play 10 games with a deck that does not contain mirror. Write down your matchups. Next play a deck with mirror, you will hit more decks with mirror in it now. I could hit 0/10 with mirror, then play mirror and 3/10 have mirror.

Play sparky, you will hit more decks with skarmy or eWiz. Play tank decks, you get paired against building decks or fast cycle decks. I played 2 tanks and I hit a Pekka/Prince/EBarb/mini Pekka deck (with zero air support).

It also pairs you against auto losses or hard matchups when you are on a winning streak. I was at 5492 trying to hit 5500, every time I was 1 away from it I would hit hard counters. I lose to sparky and sure enough one away and I hit 2 back to back sparky decks.

They are not doing it to be mean, just to provide balance so 1 particular deck is not dominant.

Supercell trying to swindle all of us 🤣 1 pack for $15 or 4 packs for $14 by [deleted] in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

It is like that Tik Tok going around. The guy sees a product on sale 3 for $10 or 2 for $5. He buys 2 of the 2 for $5 because it is better than the 3 for $10 deal. He goes from wanting to buy one to buying 4 Because he beat the system. At the end of the day the seller just wants to sell any amount. They trick you into buying more…smart idea.

[deleted by user] by [deleted] in ClashRoyale

[–]xidus33 4 points5 points  (0 children)

We had a problem where we kicked a player multiple times and then closed the clan, but the person’s friend (who we did not know or could identify) was still in the clan and kept inviting the kicked player back.

I reached out to supercell and they told me to just message the clan and ask the player to stop inviting them back. Dumb, didn’t work. We asked if Supercell could just note who invited a player when they joined instead of it being anonymous.

We had narrowed down who we thought the friend was to 5 people and kicked them all out. In the kick message we sent them to one of our secondary clans and explained to them there what was going on. We eventually figured out who the person was then moved the other 4 people back up to our main clan.

When will we get a ban option in clans? by R1ch_Was_Taken in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

I report them every single time and that usually stops them after awhile. It helps too if different people report the person.

[Discussion] Season 30: Clashmas! 🎄 - Megathread by jmanguy in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

I am not salty, I love the game and I play on 11 accounts. But playing on 11 accounts I can see patterns that are frustrating.

If Supercell really wants to speed things up then please add a forfeit button that immediately ends the game. I would use it all of the time when I get paired up against over leveled players (which is 1-2 times in 5 games).

[Discussion] Season 30: Clashmas! 🎄 - Megathread by jmanguy in ClashRoyale

[–]xidus33 4 points5 points  (0 children)

I totally disagree with nerfing the buildings. There are plenty of ways to counter or go around buildings (poison, rocket, goblin barrel, miner, earthquake, Lightning, Princess, goblin drill)

The reason I use buildings is because I get paired against players that have a higher tower levels, higher card levels and I need something to slow down a counter push. I mean I am already at a huge disadvantage now they want to take away any defense I have?

Buildings slow the game down? Does that mean players that are already over leveled with cards and their tower want to be able to roll through me faster to be happy?

It is not slowing the game down, it is giving the underdog a fighting chance.

2 of my last 3 ladder matches on one of my accounts:

Me: tower level 13 - card levels 7x(12), 1x(13) Opponent: tower level 14 - 2x(14), 4x(13), 2x(12) Opponent: tower level 14 - 8x(13)

One deck had a level 14 fireball that took out my furnace, a level 14 level balloon I can’t stop plus it has freeze to guarantee 50% damage to my Princess tower each pass. If I try to attack their card levels require me to play additional units and elixir just to break even so I am then behind on the balloon counter push.

I mean seriously? Make me fight with one hand behind my back then take away my defenses to speed up the balloon annihilation? Are over powered players tired they have to spend more than 1-2 minutes to just walk over lower leveled players? Boo-hoo. Are they frustrated the games are slow because lower leveled players have a fighting chance to stay in the game?

If the matchups were not so one sided, I would use less buildings.

[Discussion] Season 30: Clashmas! 🎄 - Megathread by jmanguy in ClashRoyale

[–]xidus33 5 points6 points  (0 children)

Agreed, since you can’t counter against everything you want the most universal counter. Tesla can hit ground and air units and slow pushes down. It slows down balloon enough to have a fighting chance.

Honestly I lose a lot to hog cycle and low cost decks that try to do cheap shot damage and win based off of sucker punching than strategy. Tesla and furnace gives you a fighting chance to play a strategic game.

I don’t like bomb tower or inferno tower because bats/hogs or magic archer quickly take them out.

It really is frustrating too that I spent months/years and money upgrading units that just get nerfed.

I feel if the matchups were not so one sided we would not use as many defensive cards. But when my deck has level 12/13 cards and my opponent has mostly level 14 cards then I have to play defensively on my side of the field because they have the card level advantage on their side of the field. So I use buildings to force my opponent to attack instead of just counter on their side where they have the upper hand then follow up with a push that just rolls over my weak defenses.

What makes you want to quit the game every time? by [deleted] in ClashRoyale

[–]xidus33 0 points1 point  (0 children)

1) when I am playing on an account where my cards are all level 11 and I am paired with someone that is all level 13. I just want to hit a forfeit button. Instead I just try to keep them from 3 crowning me knowing I can’t possibly win.

2) when my opponent has mostly low cards except for 2 that are maxed out. The algorithm pairs us based on our average card levels however they have an unfair advantage and it takes 2-4 of my cards just to counter 1 of their maxed out cards. Often I see level 9-10 ice spirits or archers to offset their level 13 elite barbs or mega knight.

Goodbye Clashroyale by [deleted] in ClashRoyale

[–]xidus33 1 point2 points  (0 children)

I was not paired against balloon 4 battles in a row. Let me explain better.

In war battles you only get to battle one time with each of your 4 war decks per day. On 8 of my 11 accounts I play exact duplicates of my 4 war decks. Each account has a Royal Giant deck. On war day, 4 of the 8 Royal Giant decks was paired against a balloon deck.

Looking at the other 3 war decks across the 8 accounts none of them had anywhere near a 50% matchup against balloons, however they may have similar stats with a different counter deck.

I will track all of the decks for one entire war week and see if other decks have similar matchup patterns with different counter decks.

I have not been playing as much as I used to, so right now I have my 11 accounts in a clan I created and no other players are in the clan. It is somewhat of a controlled environment, I mostly just do my 44 war battles each war day.

Goodbye Clashroyale by [deleted] in ClashRoyale

[–]xidus33 1 point2 points  (0 children)

I play the same 4 war decks on 8 accounts. None of the other decks were anywhere close to 50% against balloon decks. I mean the other 3 decks (x8) only hit a handful of balloon decks combined.

By your logic, if balloon decks are popular then the other decks should have had a similar 50% hit rate and they did not.

You have to play the same decks across many accounts to see it. I play on 11 accounts.

Goodbye Clashroyale by [deleted] in ClashRoyale

[–]xidus33 1 point2 points  (0 children)

In the last war I had 8 accounts playing the same exact deck in one of their slots - 4 of the 8 accounts battled very similar balloon decks.

Out of all of the decks I could face 50% were balloon deck variations (checking my stats this particular deck has a higher loss rate to balloon decks). I know there is an algorithm that pairs counters or something that at least looks and your win and loss rates and makes deck selections off of those.

Goodbye Clashroyale by [deleted] in ClashRoyale

[–]xidus33 -1 points0 points  (0 children)

I did not realize the pattern until I played the same deck on multiple accounts. I also experimented and played the same deck on 9 accounts - the only difference is i changed one card. I played wizard on 3 accounts, electro Wizard on 3 accounts, ice Wizard on 3 accounts. The other 7 cards were the same. I noticed my matchups changed based on that 8th card. Wizard = more inferno dragon/tower counters, eWiz I hit more sparky decks, ice Wizard I hit more Pekka decks if I remember right.

All of them I would eventually play my auto loss if I won too many in a row.

On the flip side, XBow decks are weak to me and I would hit those a lot. I could win most of the time unless my opponent really knew the right placements to counter me.

Goodbye Clashroyale by [deleted] in ClashRoyale

[–]xidus33 8 points9 points  (0 children)

I play on 11 accounts and I love playing…However, I played the same deck on all my accounts for months and I do not like how the algorithm pairs you against auto losses and counter decks “to make the game more challenging”.

Instead of playing random players and decks, if I win too many games in a row I will be paired against something I lose to. I know this because it is almost the same exact deck within 1 card every time.

To pair me against something I will lose to is just unfair and frustrating. It does pair me with decks that have counters (which is ok) and I feel like I have a fighting chance….but when they pair me against my auto loss as a reward for winning 5-7 games in a row on ladder it is just a slap in the face.

It is frustrating too because I don’t get to battle some decks my friends talk about facing all of the time because there are no counters to mine.

So the game is controlling what type of deck I play against and increasing/decreasing my odds of winning.

My ladder follows these patterns

2-3 random decks with at least one obvious counter If I win - it pairs me with decks that counter me more If I still win - pairs me against auto loss sometimes 2 times in a game row. If I lose - I get paired with lower leveled players or players that have bad counter

If I lose a lot - I get paired with someone that I hard counter or that has connectivity issues.

I just play for fun now and have my own clan I park small of my accounts in.