Original Post — Direct link

Please check this out u/Supercell_Daria , u/ClashRoyale , u/Supercell_Seth ,or any other official Supercell Team Mates, feedback appreciated!!!

Next Part: Arenas 1-3 Balance Change Suggestions: https://www.reddit.com/r/ClashRoyale/comments/c2rdhu/ver_2_part_2_clash_royale_balance_all_cards_list/?utm_source=share&utm_medium=ios_app

I want to say that this entire set of post took 2 weeks to do because of playtesting with the card stats and looking at useage rates and win rates for cards on Ladder, Tournament Standards And Top 200 from websites like RoyaleAPI and StatsRoyale (did not put them in the list because the list would be even longer than it is now). Pleased share your opinions and share it with others (especially Supercell). And Before the list starts, here is a possible Ladder Fix Idea and the General Gameplay Addition Idea for Clash Royale.

Ladder Fix Idea: The Ladder Level Limitations System. Basically limits your card levels based on your King Tower Level, forcing players to level up other cards besides just 1-2 decks. The card levels can be 1 level higher than the King Tower Level, but anything higher will temporarily be leveled down until you level up your King Tower to the right level. The Ladder Level Limitations System will take into effect once your King Tower Level is 9 (If your King Tower Level is 8 or lower then card levels won’t be capped). Ex: Let’s say My King Tower Level is 10 and I have level 12 minions before this system is implemented. After its implemented, they will be lowered to level 11 until my King Tower Level is higher to get This is how Supercell wanted people to play the game, so why not make it mandatory? This change would be the key to fixing Ladder and will be implemented when saying my balance change suggestions.

General Gameplay Idea: I remember hearing this idea from Clash with Ash on YouTube; basically spend 1 elixir to cycle to the next card in your deck. I want to give my take in this idea: Let’s say your starting hand is Hog Rider, Valkyrie, Musketeer, And Mini Pekka (Mini Pekka is the Card on the Farthest Right of your 4 cards in the Starting Hand). Skeletons would be the next card in cycle. Right on top of either the next card in cycle OR your current elixir would be a new button that says “Shuffle/Swap Card”. What this does is that the card in the farthest right side of the 4 Starting Hand Cards (the Mini Pekka in my example) will be moved out to make room for the next card (Skeletons in my example) in the cycle! What this does is allow you to 1) fix your Starting Hand and 2) allow you to get to your cards quicker without using cheap cards. But, theres are some catches to this new Gameplay skill. 1) it unlocks at King Tower Level 9 (Like the Ladder Level Limitations System) OR once you enter into Arena 13/4000+ Trophies, 2) You have a cooldown Of 3 seconds until you can use it again, and 3) Just because you used this “Shuffle/Swap Card” feature and your opponent can’t see it, does not mean that you are going to need that card later. It’s all your choice on when and how you will use it.

Now, with all of the ideas out of the way, let the ALL cards balance suggestions list begin:

Training Camp:

Arrows: The travel speed buff that Arrows received last Balance Changes definitely helped them a lot! I have been recently been using it in my own Trifecta Deck in (Grand) Challenges and consistently get 12 wins. However, I feel that it still needs something to actually make it a viable substitute as a cheap spell because all the other cheap spells do it’s job better; lets fix that with a rework. I would make them 2 elixir, but only deal 216 damage (from 243, will still one shot princess and one shot minions one level higher. Anything higher though will live) and have a radius nerf to 3.5 tiles from 4.0 tiles. These changes will make it less of a RPS (Rock Paper Scissors) Card by making more useable in decks as a cheap spell while still being unique from the 4 other cheap spells (largest radius and kills troops like minions and hitting air)

Minions: Balanced, no changes

Archers: Buff their first hit to be slightly faster (not sure if the exact time of it, but I feel it should be faster) , increase damage to 90 (from 89, this is a rounding error), and make their range 5.5 tiles from 5.0 tiles. These changes will make this card an actual option in decks to take the spot of Musketeer, Electro Wizard, etc. The interactions will mostly be the same

Knight: Balanced, no changes (maybe slightly more hp but idk what else they could do and it’s already balanced overall)

Fireball: Balanced, no changes

Mini Pekka: Balanced, no changes (only not used because lumberjack is better in almost every other scenario, I have plans for him)

Musketeer: Personally, I love how the musketeer is now, and don’t necessarily think she needs a nerf, but I think she need to be a separate card from 3 Musketeers. Ex: Change the card design art of Musketeer with some extra things and change her name to “Markswoman”, being like a leader to the 3 musketeers. Other than just slightly nerf hp and damage (590 from 598 for hp and 179 from 181 for Damage. Interactions remain the same, still kills Lava pups in one hit)

Giant: The cards used in giant decks make him strong, he himself is mainly balanced. Balanced, no changes

Wall Breakers: Dare I say it, this card has potential to be strong. It deals a crazy amount of damage for just 3 elixir (if both hit the princess tower, then it would take only 6 individual Wall Breakers to destroy a princess tower, that’s faster than a Pekka, I have plans for her though), but their terrible hp is what hold them back from being annoying and strong. I think buffing hp might be too much due to their crazy damage output, but I have a not unique suggestion. Why not make them spawn faster at 0.5 seconds to spawn from 1.0 seconds like all troops in the game (except golem and 3 muskies). This change allows them to still have the same stats but require quicker timing to counter them with troops making them a big threat. Another funky idea I thought of was making them able to jump the river (to destroy buildings in the center of your opponents side), add to their card description that “They love breaking buildings so much, they would even jump the river to do it. What a crazy pair of dive bombers”, something like that. Like these ideas?

Prince: I personally despise this card because of how much damage it deals even when it only has a sliver of health left due to its “range”. I don’t think that’s the main issue of the card though. I think it needs to be more consistent with other cards that charge (Battle Ram, Ram Rider). I suggest we make it effected by all knockback like Fireball, Rocket, Mega Knight Jumps/Spawn Smashes, And Bowler Balls (along with log obviously) to be consistent with the other chargeable troops. This change makes most interactions the same while making more consistent with other cards with this mechanic (his brother is not safe from this change. More in him later) To Make up for this nerf, we will buff damage to 380/760 (from 325/650) and buff hitspeed to 1.3 seconds (from 1.4). This will let it 2 shot/1 charge shot an equal level Witch after the changes I suggest for her (which will be specified in Part 2 of my series of post) and overall let him kill troops tankier troops 1 hit faster. We are trading defense (being knockback immune) for offense (more damage). This card is controversial so please give your feedback.

Skeleton Army/Skarmy: Honestly, this is a hard one. Goblin Gang has slightly higher hp and hits air while Guards have even more Hp and can’t due to spells due to shields. I think they need to 1) make it spawn 16 skeletons from 15 (be consistent with the Graveyard for spawning 16 skeletons and also slightly extra damage), and make them spawn more spread out to not be effect as much by Splash attackers/splanks when surrounding them(Dark Prince, Baby Dragon, etc.)

Baby Dragon: This Card has been strong for a long time now, but it only needs 1 (maybe 2) small changes. 1) Lower Hp to 1033 from 1067 and (maybe) Lower hitspeed to 1.6 seconds from 1.5 seconds. The hp nerf will make it die exactly to an equal level lightning + equal level zap/snowball. The (possible) hitspeed nerf is just too make it deal slightly less damage. Besides that interaction, all the others remain the same.

External link →
almost 5 years ago - /u/Supercell_Daria - Direct link

Oof, that's a lot of ideas! Thanks for your effort!

I won't be able to comment on each but I'll try to address most.

Ladder Fix: I get your point, but personally, find this to be very restrictive. We don't want to force players to upgrade more cards, we want them to try different decks. I think that instead of 'locking' players progress we should introduce other game modes/win conditions/new card mechanics. Also, the main complaint we see is 'I played against a higher King Tower level', which would still happen with this system introduced. What do you think?

Gameplay: I like the mulligan system in MTG - you can reshuffle your starting hand for a penalty, but I think your idea can make a great game mode for testing! It is probably quite difficult to implement (you would need at least one more UI element to make this happen) but I'll chat to the devs when they have a bit more time (now everyone is very busy with the next update).

Arrows: after the balance change it shows a very good consistent result, so we're going to put this card down for a while and not touch it.

Musketeer: changing the name would contradict with Clash-A-Rama and that's not a good idea in general - too much to fix/tweak/localize.

Wall Breakers: oh, poor little guys... We will leave them be for now but this card definitely needs a rework and I agree with you - this card does have potential. Jumping over the river - a really cool idea!

Prince: we've been discussing this card for a few weeks now and its range in particular. Most probably you'll hear something on it in the next balance update.

Skeleton Army: this card is very weak against splash damage but is so strong in other situations - I think it's quite balanced atm.

Baby Dragon: we love Baby Dragon but we want to provide players with other options for a splash damage troop. Rather than nerfing the card, we'll probably rebalance/rework other troops and see if it affects the BD use %.

Again, thanks for your feedback!

almost 5 years ago - /u/Supercell_Daria - Direct link

Originally posted by JCorby17

HOLY SMOKES I WAS ACTUALLY NOTICED!!! Thank you Miss Daria! I really appreciate the feedback and hope you will at least read the others. Thank you thank you thank you!

I am in the process of reading others 😅Love me some concise, constructive and interesting posts!

almost 5 years ago - /u/Supercell_Daria - Direct link

Originally posted by _Victator

Just wondering: are you happy with your activity on this sub? When you introduced yourself a while ago, you said you would be pretty active, but I haven't seen much of it to be honest. You are more active than the other community managers, but that is not saying much.

Hey! That's a good question I keep asking myself. On one hand, I believe that any subreddit is the community space in the first place and I don't want to intervene so much that people will expect me to appear in every discussion. On the other, being present is vital for a healthy dialogue.

I also have to admit that I'm still settling in and don't want to goof myself here straight away. I read through the subreddit daily and learn about the CR community. I guess I was too bold and introduced myself too early! Sorry about that.

I'm working towards a balanced situation where I have a constant presence here and it's not taking too much of my time.

almost 5 years ago - /u/Supercell_Daria - Direct link

Originally posted by _Victator

That is good to hear. Nobody expects you to answer every question that gets posted here but it would be nice to have a bit more communication from SC. Doesn't even have to be very in-depth (although that would be even better) but I think it would be very good for this community to see that SC is putting some effort in their customers, after the forums were closed down. Having a thriving community is very important for a game after all.

Absolutely agree with you! I'll keep working on this :)