Clash Royale

Clash Royale Dev Tracker




03 Jun


02 Jun


01 Jun


31 May

Comment

Originally posted by sapsucker123

RumHam stated in an interview with CWA that he doesn't want Zappies to be too powerful as it's a badly designed card that is inherently unfun to play with. If that's the case, why don't they bother giving it a rework? If they acknowledge that the card design is flawed, why not fix it? Really doesn't make much sense to me.

This round of balance changes is a huge disappointment. Not because of the changes themselves (although I doubt Ebarbs will change much after this), but the changes that could have been. If they really think the game is in a near-perfect state, boy are they wrong.

As we move to rework cards more often (instead of little stat nudges), Zappies are totally the sort of card that we would look at. Zappies, like Freeze, make the game way less fun when they are 'balanced'. Zappies had something like a 12% use rate and 57% win rate, the meta was verrrrry defensive and frustrating to attack into them. I think the game is in a better state overall with them at 1%/51%.

But what's even better is reworking them to be less frustrating, then the meta can tolerate them at a higher use rate! So yeah, in short, Zappies are likely the sort of card to get reworked eventually.

Post

Since June 2018 we have been performing monthly Balance Updates to cards in Clash Royale. After a year of monthly balance changes, we now feel that the game is in a very healthy state, with the exception of a few outlying cards in need of a larger rework than smaller balance tweaks.

What does this mean?

We have been steadily reducing the amount of cards we balance each month already, and we want to continue this going forward. We will instead be focusing on bigger changes to existing cards (a notable example being the Royal Giant rework from last year), which we are hoping will h...

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Comment

Originally posted by Mew_Pur_Pur

Love this transparency, u/Supercell_Daria! I'm a sucker for this data and looking forward to more of it.

We have no plans to rebalance this card further as it is already a great counter to ground troops and can be dangerous enough with the support of an ait troop counter.

This one disappointed me hard >_<

Please reconsider it! Sure, it is a great counter to ground troops, but I don't want such a card to just exist, I hoped that it would also be viable. There are more ways to tackle it, please revisit it sometime

I feel you, I love this card so much I want to give it every buff imaginable lol. Still, it's in a fragile state that it can easily become OP if tweaked incorrectly. We'll see!

Comment

Originally posted by PricelessValkyrie

First of all I approve this Deep Dive so much, you do the job so great no upvote can express how grateful I am!

Dark Prince

β˜† this one made him glorious, I face him so often now and I he's my requested card on Epic Sundays now. I always liked him, I just decided for me back then I max my very first Epic ever before all others: The Prince. My only maxed out Epics are Prince and Hunter (which mechanics I love and he got inspired by WubWub back in the days on the old forums, I have a memory like an elefant if it goes to creator credits (I inspired the Executioner myself back in June 2016 and was amazed seeing him as birthday present six months later in January somehow, I screamed!)) so I really love to see either a Hunter tweak making him more wow or a me tweak making my "fit-him-in-your-deck-skill" better. My only maxed Rares are Valkyrie (my favourite card since day one) and Zappies (I put all my hopes in this card being loved again) so Dark Prince r...

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Comment

Originally posted by Teto-

I see that you take into consideration the stats of the ladder + classic + grand challenge.

Some cards, because of their concept, are obsolete in competition (bad synergy, replaceable by better cards) like bomber, wizard, witch, and many others and are therefore a problem for the lowest leagues for players who have not acquired the mechanics to counter them and after all we are not all equal, is that buff constantly this kind of card is a good strategy to have, knowing that there is little chance to see a day these cards having a real place in challenge ?

I agree with you that not all cards are supposed to make it to the competitive modes, they should be solid choices for the Ladder in the first place. However, I still think that the improvement (even a small one) of their performance in Classic and Grand Challenges is an indicator that we have succeeded at rebalancing them.

Comment

Originally posted by I_Knew_This_Dictator

What do you and the dev team think of Barbarian Hut? It's been one of, if not, the least used card in the game, with an abysmal win and usage rate in the top 200 and Grand Challenges.

Yes, you are right, Barbarian Hut is indeed one of the least popular cards, and we think that it requires a proper rework to become playable and interesting. What do you think?


29 May

Comment

Originally posted by PUSHAxC

I always find it interesting looking at certain cards' win rates. Classic logbait seems like a fairly solid deck, but princess & gob barrel don't have that high of win rates respectively. However, I play enough very random decks that just have goblin barrel or princess, without having other log bait cards, which must skew the data at least a little bit. Using gob barrel alone, more so than princess I'd say, is a great way to lose. It's essentially giving your opponent a +1 trade every time it's thrown haphazardly at the *princess tower. I know we have sites like royaleapi, but I'd love to see the official SC win rate for a deck like classic logbait.

With all that being said, the princess buff is definitely very noticeable. I had almost completely forgotten about the gob barrel buff, although I guess it's helped a little bit at least

Edit: princess, not king

The Log Bait win rate depends on the League: it's a bit strong in the lower tiers (around 52-54%) but after 5000 β€” perfect 49-50%.

Comment

Originally posted by MM_Dyslexic

The other players are probably over leveled. Prince might be slightly powerful, though, and I could see like a 1-2% nerf to him

Agree with /u/MM_Dyslexic, these cards have a win rate of 49-50% throughout the Ladder. They are a bit over-leveled in comparison to others, but ever so slightly.

Comment

Originally posted by happymancr

I thought trophy progression was modified so a playet wins more than they lose in 1v1. My experience has been opposite. In app customer service is really bad. They just ignore

Have you reached the Legendary Arena? Trophy Gates work up to 4000 Trophies.

Hey there!

With the new Season and Balance Update around the corner, let’s step back and take a look at the May Balance Update. Did it breathe new life into underused cards? Did the changes shift the meta? Did they break the game?!

Universally speaking, our balance changes pursue several goals: make unpopular cards more viable, tweak the extremes (if there are any) and overall provide more interesting choices for your decks. Our overall goal is to make the game more diverse and therefore, more fun.


DATA DEEPDIVE!

Dark Prince

Dark Prince is hands down the all-star of this month. The buff to his Attack Range and Area Damage Radius made him less susceptible to troop attacks, and this is reflected in the stats.

Dark Prince has received a huge boost in usage throughout all the game modes, climbing from 4% to 12% usage in Classic Challenges and up to 16% in Grand Challenges.

...

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