Clash Royale

Clash Royale Dev Tracker




09 Aug

Comment

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 U...

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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.

Comment

Originally posted by ThatRandomCeltic

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

signed

Comment

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 :)

Comment

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

Comment

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.

Comment

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

Comment

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

Comment

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 :)

Comment

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.

Comment

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.

:}

Comment

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.

Comment

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.

Comment

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?

Comment

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 :)

Comment

Originally posted by ApolloXX85

What games did he work on before Clash Royale?

Hey! I have spent my whole career working on large mobile games. I believe nearly every game I have worked on has spent time in the Top 50 charts, I spent 2011 -> 2016 in Silicon Valley. I took a two year attempt at YouTube/streaming/esports and while there were certain aspects of it that I enjoyed, I preferred to work in a collaborative environment doing game development more than purely content creation.

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)...

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07 Aug

Comment

Originally posted by [deleted]

[deleted]

we're not trying to lower the value of anything. with the trophy road we regularly move awards around. due to the large amount of complaints about the fisherman replacing legendary chest, we've heard you already and it won't be a forced pick next month.

one of the main complaints about new legendaries and new cards in particular is that it takes ages to level them up once they're released, so this way you can work on upgrading your fisherman. we believe that as fisherman is still the newest card it will be easy to trade away if you don't want it, and we also wanted to give players who hadn't unlocked it yet a way to unlock it that wasn't through chests.

with pass royale, the legendary chest was moved to accommodate players who didnt make it all the way to the end of the pass last time. this way pass royale players can get their legendary earlier. again, we have heard your feedback on this and as always, we are willing to make changes if we feel it is what both we an...

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Comment

Originally posted by Marcostbo

I never ever seen the Clash Royale community (including my self) so angry with the current state of the game.

I 100% agree that they are decreasing in quality of contents, but the worst part is the balance changes, before they kill a card they should consider that a lot of people spent time, gold and tokens to upgrade a useless card. Sometimes i feel they dont give a shit about players.

before they kill a card they should consider that a lot of people spent time, gold and tokens to upgrade a useless card

we do consider this,. and in fact, we would never choose to 'kill' a card. balance changes have been out for 48hours now, which is too soon to make a judgement. when it comes to balance changes, the point of this is to make the cards balanced. barb barrel has consistently been a top use rate/win rate card for the past year or so, always providing incredible value. which is already a red flag and we have consistently tried to return it to a more balanced card. by reducing its damage we have only changed 1 of its many use cases, but we still see it being viable in a lot of decks. it will just not be as OP as it used to be.

Sometimes i feel they dont give a sh*t about players.

i am legit sorry that you feel that way - players are what keep the game going. obviously we care about our players - without players there is no ...

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06 Aug

Comment

Originally posted by Teto-

If I can detail my thoughts, if I said important, it's for something like #official balance & update that would have a direct impact on the game.
I liked Seth's "design blog"for example, quality post that generates a discussion.
Making posts that would share a vision, a feedback on the game, not necessarily a "What We’ve Been Up To", which is not necessarily relevant every week I agree.

totally agree with this! love those posts from seth and they're the quality of posts i believe we should be delivering to you guys. again, thanks for the feedback!