Clash Royale

Clash Royale Dev Tracker




02 Sep

Comment

Originally posted by LoPhatCheeze

Next month? NEXT MONTH? if he's worse this week, next week, three weeks into September you're going to do what? Give him a .5 range boost? Dude NOBODY wanted this. If your data shows exe isn't doing well PLEASE just revert the changes. It's bad enough you secretly nerfed your purposed buffs on patch day. Many of my fellow exe mains are disappointed and constructive criticism is needed. If it doesn't work out bring back the old exe.

I hear your criticism - its too early to tell where Executioner will land but if it's too weak then yeah we can consider making changes outside of the normal schedule. We will not revert back to the old Executioner but I promise we will make sure the new Executioner is a strong, viable option within the new framework of a shorter-range but high damage splash attacker.

Comment

Originally posted by alakazamistaken

The rework was supposed to make him one shot fireball bait cards in expense of lower range and slower attack. I wish you just cancelled the rework instead of giving a last minute nerf because upside of the rework is no more and it ended up being an overall nerf.

If we cancelled every balance change that the community reacted to before release, we would not release anything. Remember, like 5 hours ago people we absolutely certain we would have to nerf Executioner. So we nerfed it - and perhaps it was too much. The alternative is saying "Sorry players, we aren't going to listen to you" and perhaps having to nerf anyways. With big changes, developers are definitely between a rock and a hard place - we had our playtest data that showed the change was dramatic but not OP and a community on the brink of riot over a perceived massive buff. We made a call and for better or worse we will live with result and share our thoughts with you via social media like this.

Comment

Originally posted by Ace-_Ventura

Thank you for the changes in executor. I already removed him from my deck, since he's completely useless now.

I am sorry you feel that way - give it a few days and see if you still feel that way. If so, we will continue to tweak/buff the Executioner. The whole point of reworks is to make low-usage cards for viable. If we didn't get it right this time, we will keep working on it.

Comment

Originally posted by Helgen-on-fire

You mentioned +/- 1 level interaction, what about the +1 fireball one shots Musketeers and the 3 Wizards, especially E-wiz who is underleveled on ladder in most matches. And goblins, +1 level goblins can take +1 shot from knight, princess tower... Have you ever thought about that?

Yep! Most cards have a small number of interaction changes from +1/-1 level. That's just a part of leveling up, it's not possible to make every interaction the same within a band of +/- 10% damage and health. Cards can have a few of these, but if it affects too many various cards of different roles then the normal methods of counterplay start to fall apart.

Comment

Originally posted by ExecutoR

Why should +1/-1 even be a consideration? The whole business plan is around getting people to level up their cards to avoid these interactions.

I find it more interesting that the entire purpose of the rework was to make his interactions basically be a fireball. However, the community kicks up a stink, SuperCell flinches, and ends up making what can only be untested changes, and interactions now. So what was the point of the rework?

He can’t even take out fire spirits for crying out loud. This would have been addressed if proper play testing of the new interactions had been done.

I understand the CRL reasoning. Therefore revert him to previous balancing while coming up with another purpose for reworking him.

I mentioned this on Twitter earlier this week - we want to be aggressive and push these reworks to be very good. If he's not clearly better then people feel betrayed and you can see the vitriol in these comments and on social media. Maybe the first version of Executioner was pushed too far, but naturally we are trying to balance "playtest changes and consider data" with "respond to criticism from pros and the community". The latter was very clear this weekend that they felt we were making a mistake so we try to listen to them.

Comment

Originally posted by King0llie

The damage change was fine, but the range nerf is what is killing him. Think 3.5 was more balanced

Perhaps this is true - we will keep watching the stats and make changes accordingly. Worst case, we can buff with next month's balance changes if he's truly worse overall. We try not to react to day-1 feelings since it takes a few days for people to try out new changes before settling.

Comment

Originally posted by ZedMinor

Wait wait wait. So having a game out for over 3 years with constant (but often unjustified) complaints from the community about over-levelled cards and it’s taken you this long to think about different level interactions on ladder?? Crazy

Of course we think about ladder levels but it's not the primary focus of our balance. The difference with Executioner is that it wasn't just 1 or 2 interactions here, he had more than usual and once all of those got flipped with an overlevel there were hardly any counters. We have made balance changes specifically focused on improving ladder interactions in the past, it's just not our highest priority since we assume players will eventually max out their deck, making level interactions less important than endgame balance between equal leveled cards.

Comment

Originally posted by iDetroy

If you consider a Usage Rate of around 5% and winrate around 40% weak, mind explaining why I am still waiting for a Mega Knight Buff since half a year?

Within the last 14 days MK had a 6% usage rate and a win rate of 38% in GCs. And within the last couple of other seasons these stats didnt really look any better, afaik he never went above a 40% winrate in Grand Challenges. The only trophy range where he is good is probably between 5.000 and 6.000 trophies where People also struggle against Hog Riders, Wizards and other Cards which are absolutely terrible in High Ladder and GCs.

Since its a Legendary overleveling shouldnt really be a Problem, so I dont really get why its such an big issue increasing any of its stats by a bit

Because Mega Knight isn't 40% winrate - he's at 4%-48% in 8+ Win GC games. So while a bit underused in top play, he's not bad. His use rates are strong in GCs (11%) / CCs (17%) overall and very popular on the ladder until you get to the very top highest ranks.

The balance changes are live now! Between the announcement on Saturday and deployment today, we decided to pull back slightly on the Executioner rework:

Original Rework:

  • Damage Increased 98%
  • Range Reduced to min 3.5 -> max 5
  • Hit Speed Reduced to 2.5

What We Deployed Today:

  • Damage Increased 82%
  • Ranged Reduced to min 3.0 -> max 4.5
  • Hit Speed Reduced to 2.5
    (Axe time was also reduced, but just proportionally to the range)

I wanted to write this blog post on the two reasons we decided to hedge our bets with the Executioner between the announcement this weekend and Monday’s release. It boils down to two major factors: the impending start of CRL and the effect of various ladder levels.

Clash Royale League

As many of you know - the debut of the CRL West Fall Split is this month, and CRL Asia and China have already started! CRL consists of the best p...

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Comment

Note to new visitors - we changed the Executioner's stats from the previously announced ones. Seth will have some more info on that decision later!


31 Aug

Coming with Season 3: Be Legendary on September 2nd

Executioner - REWORK

  • Damage +82%
  • Hitpoints -5%
  • Range reduced (min 4.5 - max 6.5) > (min 3 - max 4.5)
  • Hit Speed reduced 2.4sec > 2.5sec
  • Faster Axe return time (1.5 sec > 1sec)

The Executioner has lagged behind in win/use rates for a while in competitive play. The issue with buffing him has been his general toughness and lack of counterplay. Due to high health, long range, and spatial control, a buff would make him powerful with only Rocket to defeat him on defense.

We wanted a solid ranged attacker that could counter Fireball-bait type strategies, especially squads of Barbarians. This change will kill Barbs with one axe swing, and leave Musketeers with just a sliver of health. Executioner will be less well-rounded – now he is extremely powerfu...

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30 Aug

Comment

Originally posted by HarryTheConMan

They do test them. They wrote a whole post about it. Go search the post history. The specifically cite the problems with play testing and how they brought in a new company to do it cause pros wouldn’t. Problem is no amount of play testing will account for all the possibilities millions of player can find with a card.

Your last line is really the crux of it and its something that has been echoed by every balance team of every live game of every genre - when you have enough players, its impossible to playtest perfectly. We can playtest things into the ground and players will have more battles with it in 5 minutes than we could in months, even with a big team. Ultimately there is always going to be room for error and that's part of the job. PEKKA fell into that margin of error (we did have discussions above Medium vs Long range during testing) and when that happens it's incumbent upon us to fix it quickly. Overall I think we get more right than wrong and if we can keep up a positive %, the game will march towards a better state each month.

Comment

Originally posted by cd_bandita

I agree. I fundamentally disagree with the premise that cards should have "healthy" use rates, which they have previously defined as "in the same general magnitude as the use rates of other cards." If all cards cost the same elixir and there were substitutes then this would make sense but the whole point is that most cards are relatively unique and don't have perfect substitutes. Then use rates should always vary as various metas gel around the state of the cards. Then use rates would not be even. But as a meta gels, an anti-meta forms and use rates naturally shift again. It seems very unlikely to me that in a stable game we would have both uniform use rates and a stable meta.

If anything, frequent changes cause a subset of players to focus on one or two decks that seem safe even if not optimal in several kinds of metas, which makes use rate statistics an artifact of balance changes rather than a meaningful statistic. Then trying to balance around this artifact leads to wi...

I don't think our goal is to get every card in the 4-13% use rate range. Some cards like Spells or Mega Minion will ALWAYS be above that range regardless of how bad they are - Wizard is proof of that. But we do care about win rates. Even if the use rate is low, the win rate needs to be competitive so players of niche strategies still feel like they can keep up.

Cards like Skeleton Barrel and Three Musketeers are not a high priority because they maintain a decent win rate despite low usage. Cards like Bowler (mentioned above) are perfect candidates for buffs because their win rate is bad even with only Bowler fans playing him.

Comment

Originally posted by Jamos14

Bowler needs that rework more than executioner does IMO. It needs a rock speed increase/damage increase.

Bowler may have a rework this year too :) Hard to predict any timeline, but there are many Epics that could use some love to make them feel truly Epic and big bowlie boi is certainly not as cool as he could be.

Comment

Originally posted by Supercell_Drew

if i print this and stick it over seth's whiteboard do you think he'll notice?

happy cake day!

no joke, this is among the best/most professional suggestions I've ever seen on reddit. It's easy to lulz over the handwritten text (omg dude why did you not just type this out) but it effectively analyzes problems and proposes well thought out solutions to them. Even the color coding helps convey the information effectively

Comment

if i print this and stick it over seth's whiteboard do you think he'll notice?

happy cake day!


29 Aug

Comment

it hasn't been removed - we just haven't had it for a while (as a challenge) but it still crops up in clan wars from time to time.

even though some people hate on it, we still love it!