Clash Royale

Clash Royale Dev Tracker




06 Sep


05 Sep

Comment

Originally posted by Expensive_Ad_9526

So what’s the ruling on this? u/Supercell_Drew Is it a bug or is it just that you aren’t supposed to be able to attack other boats when yours is damaged? I’ve been searching everywhere for an answer but it still hasn’t been addressed in any of the other posts as yet. Thanks.

you can't attack other boats while yours is damaged.

Comment

hey guys,

i really appreciate this post, thank you! it is great to have a fresh outlook and some new discussion going on in the sub.

however i have to stand up for my colleagues and also take responsibility for the update here.

at supercell our teams are small and therefore EVERY member of the team has input within the update. we may not all be the ones physically doing the coding, but from our live ops person to our player support lead to our artists we all have a say on what does (or does not) go into the update. therefore it's not fair to say i shouldn't be blamed because it is my responsibility to get the best updates out to you guys too.

first up we don't have bosses as such and we are all on equal footing on the team. we have a 'default to trust' policy where we have to assume everyone on the team is also looking out for the best interests of the game and the players.

this isn't to say that anyone can p...

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04 Sep

Comment

Originally posted by rahm4

What makes individual cool downs not ideal?

to me it seems seems like overcomplicating the feature.

i also think if you can't switch cards with active war deck cards it may not have as much impact and you may have to wait for another deck to get put on a cooldown anyways to get the full customization that you want.

Comment

Originally posted by XxChromaxX

Drew, there is a glitch with dragging a card and its returning in to the deck, can you tell the team to fix it? I can send u a link to show it happens

interesting, yes please share a link! thanks

Comment

Originally posted by TheMagycian

I think Supercell needs to find a way to make Beatdown decks have a higher level cap. What I mean by this is that while Cycle decks are harder to master than Beatdown decks, Cycle decks at their best will usually beat Beatdown decks at their best (as OP mentioned).

Beatdown rules down in lower arenas, since Cycle players are not as good as their pro counterparts at 7k+. Cycle players at lower arenas are not experienced enough to use Cycle decks sufficiently to handle Beatdown.

However at higher trophies, the situation is reversed. Everyone is extremely good, so skill level is not the issue. It becomes obvious that Cycle decks dominate; Since everyone at 7k+ is a very good player, the discrepancy in win rate should not be the player's skill themselves. The only other explanation is that Cycle decks are truly superior to Beatdown decks.

One example of this is icebow. Tanks cards; i.e. beat down decks are supposed to counter siege decks. Howev...

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thanks for the tag. i think even the mere mention of buffing beatdown is always a risk but i think the point about how beatdown skillcap gets extremely raised at higher trophies is great.

thanks for the write up to both you and u/jerryCR-OP

Comment

we agree. so for this situation we are working on a solution that is either

  1. when all decks are on cooldown, you can edit decks (your current situation here)
  2. all cards have individual cooldowns (not ideal)
Comment

balance changes will be made public on sunday and then go live on tuesday 8th

Comment

Originally posted by givemealltheprotons

Lol professional response Drew. Couple hours ago you say you’re not being defensive, and look at you now. You really suck at your job.

i thought of all places this post would be good for a bit of banter, seeing as we are nerfing heal spirit (the card everyone has wanted nerfed this month).

Comment

i was just about to let the team go ahead and nerf heal spirit until i saw this post.

thank you for averting a crisis!