Clash Royale

Clash Royale Dev Tracker




08 Nov


06 Nov


05 Nov

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This is beyond hilarious, thank you for the time and effort put into this!

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Originally posted by RRazi

I didn't known Seth had a pink purse and a long lasting debate about his sexuality

True story - when I was in middle school, a group of kids bullied me by spreading the rumor that on the weekend I carried a purse. REDDIT COMMENTS ALWAYS HIT YOU WHERE IT HURTS


04 Nov

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just confirming that this WON'T be a restart from zero challenge - it will have continues! we will update the text accordingly

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Glad you are enjoying it! It was really a passion project by members of the team who love Drafting, we are all really happy to see such a positive response!

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thanks for the feedback - we're aware of the bug and are looking into it.
EDIT: we fixed this bug in the maintenance that brought the balance changes.


02 Nov


01 Nov

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Originally posted by JerkFairy

Witch nerf seems over zealous. The fisherman nerf feels wrong reducing his range.

Perhaps - Witch's nerf grew over the course of the season as she just kept inching up. She peaked at about 50% usage in GCs with a high win rate, that's pretty extreme and requires a heavy-handed nerf. Imagine if we nerfed her and she was still the best card in the game - we'd never hear the end of it. I think she's still quite useful if placed in the back behind a tank, but much much worse as an instant defense.

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Originally posted by 2001zhaozhao

Hey Seth! Nice balance changes overall, but could you share why you gave the Baby Dragon a hitpoints nerf instead of hit speed? On release it was tanky and had a slow hit rate which felt right for the card, so why take it in a different direction with this nerf instead of moving back to the old stats?

Slower hitspeed makes it much worse vs. swarms like Minion Horde. We wanted to preserve its strength vs light swarms but make it worse against high point damage attacks from Musketeer or Towers, so health it is!

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Originally posted by Calcium001

Thanks for the extra details, Seth.

SO glad you didn't re-implement overflow elixir.

And Wallbreakers the logic is sound!

Executioner change is good in regards to Lavahound and was definitely needed, and I think viewed on his own it could be a small nerf, but when you consider he is ALWAYS used in conjunction with Tornado it's not the same, the reduced radius nerf being mitigated by the Tornado pulling everything into range. Fingers crossed he is kept in check by the meta, though many feel it was only Fisherman and Witch succesfully doing that.

I've mentioned elsewhere, but I do feel bad for witch users who have spent a long long time levelling her to fulfill the role of splasher, only for that role to be removed. Do you consider changing cards roles entirely in re-works as reasonable, or do you think endeavouring to keep their roles the same (albeit the way they perform said role potentially altered) would be better?

Overall these look solid...

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Overall we want to keep them the same role. I'm sure there is an alternate universe where Witch was kept as a splasher, but for us we try to emphasize what makes a card unique. OG Witch was basically always going to be a crappier Wizard with this bonus Skeleton spawn. We tried to make her primarily a spawner with tons of Skeletons but it felt too binary and frustrating. So we decided that perhaps an alternative to Musketeer would be better - there are several Wizard-parallels already between Exe, Bowler, Baby Dragon, etc. Musky's alternatives are pretty distinctly different - Flying Machine, Magic Archer, Electro Wizard.

We tried to keep the splash damage, but it was so small that it felt like it didn't work often enough. I don't know if this is a satisfactory answer. I think we made correct decisions along the way, but perhaps there is another path to balance that kept Witch as a splasher. The rest of the reworks in development largely keep the card the same... except for...

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Originally posted by Bo5sj0hnth1n3H4MM3R

Thank god, I was literally about to shit myself thinking they were actual patch notes LOL, good call on not adding these. Also, do you think you nerfed fisherman too far? The massive hook range nerf will certainly reduce his capabilities a lot. The hook range is what defines this card, after all. I think it is how reliable he is on offense is what pushes him over the edge, so i think a deployment time increase might've been the better approach. Let me know if you tested this. Again I thank you for stepping up and readjusting the currently cancerous meta.

The thing that sold me on Fisherman at 6 tile range is that he can still pull Golems and Giants to the king tower but not quite Hog Riders. I think having this disparity between him and Tornado makes for an interesting choice. I could see buffing his HP/Damage but I think we are going to let the 6 tile range sit for a minimum of a few months to see how it affects, for example, Executioner. There is a big hypothesis that Exe only shows mediocre stats because of Fisherman, I think now we can put that to the test.

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Hey! Just wanted to share some balance changes we did NOT do:

Elixir Golem - Opponent can overflow the Elixir (ie go up to 11, 12, 13)

We opted not to do this because it would be breaking the rules of the game just for one card. Also it takes away from some of the strategy of EG - relying on your opponent to spend Elixir wisely so they can take in the 4 new Elixir from the Golem

Wallbreakers - Speed from Very Fast to Fast

They felt so slow! This would make the first WB die so only the 2nd dealt damage. But this was disappointing because it removed their ability to split lanes, which is a nice bit of depth for the advanced WB player.

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Overall let's see how next month plays out. I think Exe is overall a nerf but admittedly I can see how people would perceive it as a buff. Its stats are the least begging for a nerf - only 10% use / 49% win in GCs, which would normally not be changed - but I understan...

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Hey Reddit,

Here are the Balance Changes that will be live in-game on November 4th.

We focused the majority of the balancing on a specific subset of cards that had a large impact on the meta in Season 4. Read more about this decision here.

Without further ado - here are the Season 5 balance changes!

Witch

  • Removed Area Damage
  • Hit Speed reduced: 1.4sec > 1.7sec
  • Slower first Skeleton spawn: 1sec -> 3.5sec
  • Mass increased: 100% (no longer pushed by Skeletons)
... Read more External link →