over 4 years ago - /u/Supercell_Drew - Direct link

Hey Reddit,

It’s been a few days since Season 2 dropped, and we've seen a LOT of discussion this week. We wanted to open up this thread as a bit of a Discussion Thread just to see what's on your mind, and to provide you with some of our thoughts as well.

Think of it as a super casual AMA where myself and u/Supercell-Seth will be answering questions about Season 2 and anything else. (Please note that not replying to a question does not mean we have ignored it!)

---

We also wanted to take this opportunity to provide some info on our ideas for Season 3 Balance Changes to let you know what's currently on our mind, and for some community feedback way ahead of time. These are NOT final.

EXECUTIONER (REWORK)

  • Damage Increased A LOT!!
  • Range Reduced a moderate amount
  • Hit Speed Reduced a little bit
  • Health Reduced a tiny bit

The Executioner has lagged behind in win/use rates for a while in competitive play. Directly buffing him has been undesirable due to his general toughness and lack of counterplay.

Executioner's high health, long range, and spatial control leaves him with very few weaknesses, and his existing design overlaps with Wizard a lot.

We wanted a solid ranged attacker that could counter Fireball-bait type strategies, especially squads of Barbarians. Executioner's rework is going to make him a shorter range but very deadly ranged attacker. He can be countered by longer-range attacker but you'll want to pray for anyone caught in his axe range.

FISHERMAN

  • Hits Air Troops

We wanted a general stat buff first to get Fisherman to an appropriate state for his cost. However, its clear that being limited to Ground-only attacks will forever make Fisherman a bit of a niche card.

Fisherman will gain the ability to hook/slap Air troops, providing a well-rounded counter to cards like Balloon, Lava Hound, and all the Dragons you might encounter in the Arena!

---

Some other news of note, we have parted ways with Daria who was the other Community Manager for Royale. But don’t worry, you guys are still stuck with me. 😉

If you haven't seen it already, the latest Emote is currently up for grabs in the Goblin Barrel Draft Challenge, and it's one of our faves so far. Who doesn't want a pirate Goblin in a barrel??

Let us know what you think of the above balance thoughts, and feel free to ask some questions!

Drew, Seth & The Clash Royale Team

EDIT: Thanks for all your questions and feedback! Seth and myself had a blast answering them.

External link →
over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by ThatRandomCeltic

Any chance we will see any changes for clan wars in the next update? It’s sort of getting repetitive and starting to feel like more of a chore (to help the rest of my clan) than something I play to enjoy every time.

Short answer: No, not in the next update

Long answer: We have had literally hours upon hours of discussions about Clan Wars. Overall, the team agrees that it needs an update. However, we feel the problems with Clan Wars are deeper than just surface-level fixes. We have seen multiple community posts/videos about requested changes (more capped modes, donating War Day battles, resetting Trophies, etc) but even if we did all of those changes there would still be systemic issues with Clan Wars that get stale over time. Clan Wars needs to be a huge, socially-driven endgame and its just not quite filling that role for now.

We have a variety of whiteboards / prototypes towards a Clan Wars update, but we can't provide a timeline for its launch. When you do get it though, we promise it will be epic and change the way Clash Royale is played forever :)

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by Vikmania

The executioner rework seems interesting. It will be something I will be looking for next season.

Ideally we have big reworks coming every month or every other month for a while. There are a lot of cards that need love but shouldn't just get a direct stats buff. Executioner has stood out for a while - he's been underperforming in competitive play, but just a 10% health buff doesn't really fix that fact that he's not particularly unique when compared to the variety of ranged splash attackers. Hopefully making him the shortest range but highest damage anti-air splash attacker creates interesting decisions of Ice Wiz vs Baby Dragon vs new Executioner

What other cards do y'all think could use a full design rework?

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by King0llie

These posts are so welcome mate, communication is the key to keeping everyone happy and informed!

That executioner will be very similar to Hunter if you make those changes, but i guess they would excel in certain situations.

I think a better rework would be:

  • Now costs 4 elixir
  • Reduce HP slightly/Damage
  • Increase attack speed and projectile speed

This will then let him compete with the baby dragon, but he will be a ground troop. With the increase in attack/projectile speed he will be better at clearing swarms and be a bit more reliable, but reduced damage means hes less useful vs tanks (exe/nado doesnt rek everything)

What you think?

The original version of the rework was at 4 Elixir! But as we playtested and polled players, it became apparent that Executioner is played largely because of his toughness. If we made him 4 cost and lowered his health to die to Lightning, we would be betraying every existing Executioner player and that's not a good way to start off a rework. Ultimately keeping him Lightning proof at equal levels was a core pillar of the new design, along with needing to kill Barbarians with a single attack.

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by ThatRandomCeltic

Then play the fisherman away from the tower.

This! Fisherman at the river can yeet the Balloon away and apply a Slow effect with the hook. More unique counters to Air cards is something we have been looking at, because all-Air decks can be frustrating when they dominate the metagame.

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by kidneypal

Dunno if this has been suggested or not. Even in tournaments, most players are trying to NOT play first because either opponent will just go the other side for wait til unit gets to tower. With this it is more of an elixir advantage for the player who played second.

Why not give 1 elixir boost to the player who played first? Whether he plays a skeleton or a Golem, he gets one elixir.

:}

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by jetx666

can season pass get better rewards? Seems like less people are getting it.

we heard the community's response to the less strikes issue and have spoken about it today in our friday wrap up sesh. going forwards we will be working to keep it at a consistent value.
for season 3 we are also thinking more about improving the free track somehow so that f2p players (who may have been feeling a bit left out!) will get something extra there too.

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by Anonymous_0110

Have you considered a rework for Zappies and Night Witch?

Hang tight! We have a lot of reworks in the mix, and Zappies is definitely in the discussion. I think its important the game has a variety of stun-attacking Troops available to players to minimize the swinginess of Inferno or Charging cards. The goals of a Zappies rework would be to make them better at splitting lanes and making the first attack not nearly so slow. But we want to do more than just a faster first hit :)

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by Creatories

u/supercell_drew is aware, they even replied to a post that had mentioned it but didn’t comment anything about that portion..

RE: win trading

i've replied specifically about it before - it just isn't one of these things where we can rush in and swing the banhammer wildly. the issue is being discussed

RE: acc sharing

we are still banning for acc sharing. a CR streamer was banned the other day for this exact thing, for example

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by ThatRandomCeltic

Also, I would like to apologize if I have ever been too harsh in my criticism of you and Seth. I truly love Clash Royale and I would love for it to remain interesting for 10-20 more years. This year has been sort of frustrating for various reasons (bugs, some of the balance changes, clan wars becoming slowly boring) but I have not forgotten how much joy this game and my clan have brought me in the 2 years previous.

thanks for the message man! it's much appreciated

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by reswin5

When are you nerfing golem. Inferno tower and pekka got nerfs and golem is stronger than ever. When will you accept golem is not a balanced card, it's too strong and easy to use. When can we expect a golem nerf?

Golem has actually dropped in use/win rate since the update, as Bridge Spam has gotten more popular. You can't really drop an 8-elixir tank vs. Bridge Spam, so that's a bad matchup for the big boy. We may change the numbers of death damage vs. normal attacks on them though, I agree a lone Golem is probably too threatening. The strength of beatdown decks should come primarily from the support troops and not an unsupported tank.

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by Sajdnddndn

I remember hearing that you guys were working on a new way to play clash Royale and how the UI was designed. What happened to that?

this comment was most likely about the trophy road, which has indeed changed the way that a lot of people play ladder. the same is also true for pass royale however - we try to keep things fresh and exciting with each feature we introduce

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by 1337NoobSlayer

about requested changes (more capped modes

Any particular reason why this request has to wait till the great clan war rework? It's such a small change that would solve so many complains about collection day.

The monthly Classic Deck updates and introducing modes like Wall Breaker Party to Clan Wars has been our attempt to keep Clan Wars fresh in the meantime without contributing too much development time. Every day spent on Clan Wars now takes away from the update we would like to do, so hopefully those little changes keep it entertaining in the meantime :)

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by ThatRandomCeltic

Petition to add a “Yeet!” Sound effect for the fisherman. Please and Thank You!

signed

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by iDetroy

We wanted to open up this thread as a bit of a Discussion Thread just to see what's on your mind, and to provide you with some of our thoughts as well.

I can only pretty much repeat my points I've brought up in my Current State of the Game Post and would really like to get an answer on your fishy Ban Policy as well as why the amount of Global Tournaments per Season got decreased to one per month instead of 1 per week.

Questions regards Card Balancing:

1. Pekka

Any plans on reverting the Pekka "Nerf" you've done with Season 2? It's obvious that the Nerf turned into a Buff, and the usage as well as Win Rate increased even further.

2. Mega Knight

Mega Knight has been sitting at a Win Rate below 40% in Grand Challenges since a couple of months already, and there are barely any Match Ups (except for eBarbs at 4k trophies) where I could say "wow, that's an easy one for Mega Knight". He even sucks against swarm units where he is supposed to be good against.

We are still watching PEKKA, but yes the win rates and use rates have trended up slightly. If it holds, I think PEKKA would receive a small health or range nerf. The goal was a minor nerf and it ended up being a minor buff. For all the talk about how we don't listen to the community, the PEKKA change was reduced BECAUSE of the community. Originally it was -15% health, but we knew it would be controversial and decided to hedge a little bit because we didn't want to over-nerf it. We even warned the YouTubers about it before the balances were announced, but clearly we should have gone with our first instinct.

Mega Knight isn't that bad: 11%-46% in GCs (7%-50% in 8+ win games). There are no plans to buff him right now, but of course that could change any month. He's very popular on Ladder (top 5 played Troop from 4-5k) and Classics (20%-50% use-win) so we are putting priority on more pressing cards that need reworks.

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by Teto-

I am delighted to see you open a discussion post with so many replies already ;)

Would it be possible to get feedback on the latest balance ?
Especially on Pekka and barb barrel which are currently very controversial.
It’s a little early to draw conclusions, but it turns out that the "nerf" of the Pekka is not one and made it very strong.
For the the barb barrel, many shout at the "dead card" since it no longer one shot cards like princess/rascals/dart gob, it was announced and clear, but it no longer breaks the shields of the guards/ dark prince/ royal recruits what is a could be seen as a little hard for a nerf.

Thx ;)

this here is exactly why we wait a while for deciding on balance changes.

before the update everyone was 100% sure that pekka was a dead card...

turns out the range increase is potentially slightly too much, and we may be dropping it to medium range next season.

it is still too early to come to a conclusion on balances but we are keeping an eye on these two cards as we progress through the season.

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by 111Striker

What do you think about furnace? There has been a lot of post on reddit about its overuse and about the fact that it's too defensive. In my opinion also xbow is too defensive for this game and it makes some matches really boring, so what do you think? I truly hope that one of you will respond.

I go back and forth on Furnace. It's not OP (4%-49% in GCs, 8%-52% on Ladder) but it is annoying. Something I find frustrating is that even after a Fireball or Poison there's that last wave of Fire Spirits that burp out. We have discussed reducing the health so that the final wave doesn't come out, but Poison doesn't really need that buff and Furnace probably shouldn't be so easily countered by Spells. It's a design that is meant to be a little challenging to interact with, but I agree that frustrating gameplay should be addressed as much as possible.

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by Jentrins

u/supercell_drew what about the top 10 accounts? the proof is all over twitter and isn’t that more of a priority than someone who creates content for you?

we don't consider tweets proof. sure, we can look into players from tweets, but they're not proof.

we wouldn't ban someone for saying "player X cheated - look at this screenshot". but if enough people report it or it looks legit, we would look into it.

whether someone makes content for us etc is irrelevant when it comes to enforcing fair play. just because you only hear of one case happening doesn't mean that it isn't happening elsewhere.

it takes time to do these things correctly (which is why a lot of companies including ourselves do 'banwaves' to ban a lot of players all in one go) and we would rathwer do things correctly and slow and incorrectly and fast. obviously the goal is to do them fast and correctly, but that's what we are working on.

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by MindMaster115

I'm really interested in knowing what was the reasoning behind nerfing the barb barrel so it can't kill Princess, Dart Gob or Rascal Girls

I thought it was put as a shorter-ranged log that spawned a single Barbarian but I guess that ain't the case anymore

Things Barb Barrel can still do that Log can't:

- Play in the middle to pull a Baby Dragon or Mega Minion into the opposite lane

- Cycle in the back for a cheap Barb defender

- Counter Goblin Gang at the river and hit the tower for more damage

- Counter Goblin Barrel and provide a counter attacker

- Single handedly kill a distracted support Troop

Barb Barrel is still pretty versatile and strong - it can still kill Princess / Dart Goblin / Rascal Girls, you just rely on the Barbarian to finish them off and lose the ability to chip tower. Barb Barrel had over a 50% use rate in high level play for months on end, it needed a nerf for sure. Something had to be done to change at least one fundamental interaction and I think the Princess/bait type decks were the ones that suffered most from Barb Barrel's insane value. It has the same win rate as Zap and Log now, so let's see how the player base adapts to the change over the next few months.

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by Wwoody123

Would you please ask the Lumberjack what the Rage spell tastes like? Will any troop ever be able to carry a Heal spell?

There was a very old prototype troop (Paladin) that cast Heal on himself every time he attacked! We discarded the concept for now but never say never :)

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by Mew_Pur_Pur

Any hints for an upcoming card? The recent card designs have been awesome and I can't wait for the new one

We are all super excited for the next card. It's a really fun design, has a unique mechanic, and challenges both players in an interesting way. Should definitely open up new deck archetypes too!

over 4 years ago - /u/Supercell-Seth - Direct link

Originally posted by jetx666

can season pass get better rewards? Seems like less people are getting it.

When we developed Pass Royale and Trophy Road we made a few variants of the rewards. Each path has nearly identical value (when converted to a neutral economy value) but mixed up the spots where you unlock them. The reason we do this is to gauge feedback and learn. We learned a lot from the community reaction to the earlier Legendary this month, and will very likely return it to Tier 35 in future months. The only way to know is to experiment!

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by FrankieFatHands

When a top comment in an AMA goes unanswered it’s not because they missed it. They don’t want to answer. I’m getting tired of all the clash bashing on this sub, and hating on Seth/Drew isn’t cool, but this is honestly kinda shady. Competitions shouldn’t be decided by black box algorithms. If it’s not random we at least deserve a reason why. Keeping new players happy isn’t a good enough reason for me, but that’s probably what it is.

or... its because it was a friday night and i personally want to sleep, play video games and chill out with my dog after a long week at work lol.

im going to answer it now. not everything is a conspiracy man

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by ijm8710

Thanks Drew and Seth.

Have a few questions! If you could hit on a few here, would be so awesome!

First and foremost, I am generally a fan of matchmaking in most areas of the game. One area where I am confused is for global challenges. Since we all have the same prizes we can win, it can be expected better players should have better results in the long run. What I’ve seen is the great majority of my matches are with other tough 5k-6k players instead of pure random ones and similar to ladder, going ~3-3 is very typical while my less experienced clan-mates run the table and show replays with low TH I rarely run into. This is confusing because as a 6k player, I expect to get a feel of a top seed in a NCAA bracket. Can you please delve a little bit into if this is accurate and a glimpse of reasoning into why it is this way

Secondly,

Some past acknowledged focuses seemed to get a lot of traction, I was curious if you felt like commenting on any being on the roadmap, I know and understand you won’t reveal much, but any small teasers are a hit here:

  • Ranked 2v2
  • Adding some Divisions into War Legendary League to make it more balanced
  • Expanding the awesome Leaked elixir infographic to replays
  • Ability to fast forward and rewind replays

Thirdly, the KoTH-style tournaments were a hit in the e-sports competitions. Has the team thought of bringing these over to our game?

Fourth, just a few super small QoL ideas that could go a long way. Have any been discussed and could you pass along any others :):

  • Ability to chat while waiting for your 2v2 partner (let’s go again! Let’s switch up our decks!) instead of a locked waiting screen
  • Better sort battle log during collection day so members who have outstanding attacks (need to be Nudged) are easier to find
  • Would be nice to make token requests and card requests different colors
  • CoC-like war-events log to chronologically sort replays so we know which replays are new and fresh!

Lastly, two items I haven’t seen the team acknowledge: one is ever since private tournaments were retooled, they haven’t quite been usable. Two clan members with win-counts within one of each other could be looking for a match for 15 minutes and it won’t pair them up. Can this please be looked into? The second is the gold names have weird code, it’s been asked a bunch, if you could, please look into this as well!

first off there's a lot here and i'm not going to answer everything (this was just a casual AMA, not involving the whole team):

---

  • Ranked 2v2

this was something that we were thinking about putting into put into the trophy road update. however, 2v2 is really the only casual playmode in clash royale, and we were worried if we simply replaced regular 2v2 it would be an issue, and havng ranked 2v2 AND casual 2v2 at the same time would split the playerbase.we couldn't find a solution to ranked 2v2 trophies that everyone agreed on (are they separate, or are they part of your main overall trophy count?). so we decided against it until we could find some better solutions that could be resolved in a good timeframe.

  • Adding some Divisions into War Legendary League to make it more balanced

As Seth has mentioned in his other comments, "we feel the problems with Clan Wars are deeper than just surface-level fixes." separating these War Leagues is one of these surface level changes that would end up with the same issues as currently in time.

  • Expanding the awesome Leaked elixir infographic to replays

Yep, it's on our list!

  • Ability to fast forward and rewind replays

Also on the list!

---KOTH

if we did bring in KOTH it would most likely be as a new casual game mode, but not something we are thinking about as a priority due to the way the format works (teams & waiting around etc may not work with casual players)

---

your last 2 points - we are aware that improvements can be made to private tournaments. i'm not sure what you mean by 'gold names have weird code'. if you could give some more info that would be cool! thanks for the comment

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by Crispycase

Appreciate the info update and making effort for communication! Even the replies in here have been really helpful & informative.

***If I can make a couple of QOL suggestions for potential additions for future updates these would be top and greatly appreciated if done:

  • Make war chests draft chests (Ideally I wish every single chest was a draft chest)

  • Draws in war/prep counting as losses shouldnt be a thing- if anything overall damage dealt wins.

  • add ability/option to at least request 1 epic per card request (those that can no longer request rares/commons are wasting this facet of the game)

  • Clan chat- need a separate scroll bar for trades and possibly donations- clogs up/purges chat too much (request to take away gold pass buying posts not sure why that gets posted to clan).

  • Improved 2v2 Matchmaking. I wouldn’t mind waiting longer for a more accurate pairing of a partner/opponents: to king levels/cards and trophies similarity. Or even having a longer wait button as option to “quick match” -Also be nice have the ability to add as friend after the match like how you do on brawl stars

  • Replays- a rewind option would be great as well as option to see the “elixir wasted” in replays too like you can In Live matches

  • Give an option for peeps to be able to turn off being spectated in clan!! (a lot people hate it causes unnecessary drama)! This is a top one! Incognito mode- if you must global tourneys will be fine.. but everything else option to switch off pls🙏

  • Have more promotable roles available in clan to help as incentive (roles without risk of coleader “kick ability” just having some Roles inbeteeen ) as well as more options for leaders such as “bans” for members etc

  • 5 deck slots isn’t bad, much better than the 3.. but the more the better :))

  • also wouldn’t mind more than 4 chest slots (this would help with boosts)

  • Having an option to be able to chose when to activate each of the boosts we’ve accumulate at end of season would be amazing (having them all drop at once for a week /over working days can be a bit tough to keep up with and grindy all a once) eg: In the trophy road each league emblems can be tinted purple and clickable for the boosts to activate them for every league you’ve climbed and earnt them for.

*As far adding change/ interest options to the game these things would be great: *

  1. Adding 2v2 ladder. Just To elaborate on this, as I’ve read your concerns about 2v2 ranking system vs casual mode.. perhaps as trial to begin with could even be placed as a short season event kind of like how global tournaments/or gold rush events are.. it can last couple days to a week, even as an option event under challenges if you don’t like it being under ladder alongside causal 2v2 .. which I agree a “casual mode is needed for chest in place of ladder as an option. So I think a short term event to begin with especially to see how it is received :)) These 2v2 ranking events (like global tournaments) can even be mixed up with the different game modes (of draft, TD, 2x, 3x, SD, etc ) for the week period for more fun and variety to look forward to!

  2. Tourney rework (private ones) adding back chest prizes and improving Matchmaking so they aren’t only playable but incentive to enjoy them /be worth time spent on them. Even as small as the old prizes were. Was a great way to bring clans together too hosting it for them. Although I think adding prizes alone would help fix MM as a lot more people would play in them.

  3. Have weekly/seasonal clan quests that as a clan we could all work toward and chip away at (kind of the like individual daily quests but for the clan) .. once one is completed a new one can pop up.. just a little something extra to add more value to clans and teamwork/unity. Doesn’t even need to be cards/gold prizes necessarily, even different rewards like star points, challenge tokens, quest points, special clan emblem etc

  4. Obviously what’s been talked about the hot topic , clan wars rework.. perhaps even alternate with clan chest to mix things up/keep it fresh.

That’s all top of my head, hope these gets taken into consideration. 🙏❤️

thanks for the feedback! have saved your comment to look at more on monday.

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by WazieMcDizzle

Are you going to do anything about the low visibility tiles in the new arena?

we've fed this back to our arena artist for consideration in future arenas.

the problem with things like this is that for some people it is fine, and for some it isn't, and we never know until we release it to the public.

the same happened with the shipwreck arena - we saw complaints that it was 'too bright' which came as a surprise to us! so this season we toned down the colour.

thanks for the feedback!

over 4 years ago - /u/Supercell_Drew - Direct link

Originally posted by GMoneyx0288

Has the team discussed adding different types of consumables to the game? I think with pass Royale, different types of rewards would be really cool. Like something clash of clans is doing. An example would be like apply 10 rare cards to any 1 rare card in your deck.

we've talked about consumables that would increase card levels or king tower levels temporarily, but they're just ideas at this stage.