Clash Royale

Clash Royale Dev Tracker




24 Apr


23 Apr


19 Apr


18 Apr


17 Apr


16 Apr

Comment

Originally posted by Goblin-Guru

And? Are you guys gonna give us any of them? Obviously no details, but a simple β€œyes” or β€œno” would be decent of you. We have been asking for QoL changes for so long, especially us clan leaders. Why do you continue to not make any QoL changes in updates? They require the least art (usually none, just text) and little coding is involved (comparatively).

it would be disingenuous of me to say "yes" or "no" when we haven't had an internal meeting about it nor have any of the ideas been spoken about with the rest of the dev team.

nothing simple about it i'm afraid


15 Apr

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Originally posted by m2afs

yeah, i hope so

i've seen all 3 parts!

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i really like this idea. thanks for sharing


14 Apr

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Originally posted by Mew_Pur_Pur

Ohai, thanks so much for the response!

In the post, I didn't actively buff the healing per second, but instead made it one single burst with the combined power of the current 4 small ones. She doesn't "outheal" the tower as the healing/sec is effectively the same. I just think it's good to know EXACTLY when the healing is going to happen in order to ensure better interactions (i.e. "she heals 84 now", instead of "she will heal 84 over the course of a second"). It also makes it so rounding affects these amounts less.

The reason I called it a "buff to healing" is because it happens instantly, not because it's more overall. Troops won't die in the middle of the process because they weren't healed fast enough.

Saw the tweet about Fisherman. I thought the update was gonna be close to Season 11 release and thought to include this. Oh well ;w;

Dunno, I don't think lots of people are happy about recruits' place, or Freeze for that matter. Even if they do dec...

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Whoops sorry! I forgot to mention, the multi-tick heal actually does a great visual job at showing the healing. We initially had BHealer (and Heal Spirit) doing an instant burst but it looked weird buggy or like you missed it. If a bunch of damage was happening at once, you might miss the heal altogether and think it didn't work. The 1-second blinking effect was a big leap forward in helping people 'see' the effect of the card

Comment

Originally posted by Allthegoodnamesg0ne

A building should not be reliable defence? Much as I dislike spawners, it does not take a genius to work out that the amount of gobs on offer, the HP of the building , the distraction & the death spawn give insane value for 5 elixir...

How did they not notice this in play testing? The big issue with spawners is that there is no positive trade to reliably take them out

Don't tweet late at night - SPAWNER buildings should not be a reliable defense. They should be something fragile you need to protect. Of course defensive towers like Tesla or Cannon should be a reliable defense against Hogs and Giants.

We can playtest for power, but its really hard to predict usage. Playtesters might say "hey this feels much better.... but I wouldn't put it in my deck" and we think "well great, its much better for the people who want to play it, maybe it jumps from 1% to 5% usage and that's good." But Goblin Hut jumped up to 20% right after, which is way too high for a card of that role. The winrate in testing wasn't that high, but its hard to predict how people will use a card, or what new decks will emerge with it.

Why not emergency nerf? Well, because we don't know if its an emergency type of problem - the usage has been trending down and hit 13% yesterday. That's still high, but hardly a panic situation. We can take the month to...

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Comment

Hey! Always great to read these posts, I think the most likely of these to happen would be the EQ Change + Goblin Hut health reduction. I agree EQ has become a bit too RPS - as cards like Bomb Tower and Goblin Hut become catch-all defenses for everything, EQ (or Poison) becomes increasingly required. Making Spawners be high value if *untouched* but very vulnerable to *any* Spell is likely the direction we move in. Spawners used to have high health because they needed to survive in order to generate value. The death spawns are great at solving the value problem, but they don't need to be super tanky buildings on top of that.

For Battle Healer, two things I just wanted to add from a design perspective - if the active healing is too high, the BH can outheal the tower DPS (or keep it so close, barely losing health) that it becomes basically unkillable if ignored. While we can certainly move around the healing amounts, we did playtest a version with higher active healing and fou...

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13 Apr


12 Apr