![]() The original Legendary Arena represented the final arena following Serenity Peak, and it consisted of "Leagues", which were added to the game in March 2017. Each arena corresponds to a certain trophy range. There are twenty-four playing arenas in total (excluding the Training Camp tutorial area): Goblin Stadium, Bone Pit, Barbarian Bowl, P.E.K.K.A's Playhouse, Spell Valley, Builder's Workshop, Royal Arena, Frozen Peak, Jungle Arena, Hog Mountain, Electro Valley, Spooky Town, Rascal's Hideout, Serenity Peak, Miner's Mine, Executioner's Kitchen, Royal Crypt, Silent Sanctuary, Dragon Spa, Boot Camp, Clash Fest, Pancake Arena, and Legendary Arena. King Tower levels can reach level 15, and player levels can reach level 70 these factor into the competitive match-making system. Players level up their accounts and King Towers by gaining Experience points through donating and upgrading cards. In Clash Royale, players are ranked by their number of trophies which are won or lost through multiplayer battles. In rare instances, if the King's Tower is destroyed at the same time by both players, this also results in a draw. If two towers have the same health, there is a draw. If no towers are destroyed during overtime, there is a tiebreaker, where the tower with the lowest health is destroyed. Here, the player who destroys an opposing tower wins instantaneously. Matches last three minutes, and if both of the players/teams have an equal number of crowns (or none at all) at that point, the match continues into a two-minute overtime period. Destruction of the opponent's "King's Tower" results in an instantaneous "three-crown" victory. I love clash royale and think even as popular as it is, I think it can get even bigger, I hope my opinion ttuly enlightens those who reads it to understand how balance changes should be and how to implement them in a healthy way.Clash Royale is a tower rush video game which puts players in games featuring two or four players (1v1 or 2v2) in which the objective is to destroy more towers than their opponent(s), with each destroyed tower being represented as a "crown". This way, you get rid of the toxic mechanic of troops/towers hurting themselves for just attacking while still keeping the role of the card the same. If he still struggles to buildings after this change then make his radious bigger and significantly decrease his electrical stun damage. ![]() Take away the attack and get stunned mechanic and change it to get stunned in the radious every x amount of seconds. ![]() I will conclude my critic take on these balance changes with the best change to egiant ever. I see supercell balance a lot of cards that don’t need a balance as much as others, for example ice wizard, we see him not all the time but we still see him often! Yet supercell balances over cards like pump or rocket which is seen a lot less. Not all cards can be viable or usable, but they can be good in their own way. I want to see bad cards be changed to be balanced in one way or another. But just like the infinite number amount of zeros, you can still get closer and closer to zero which is how it should be when balancing the game. The whole purpose of balancing is to get closer and closer to having a completely balanced meta which is impossible. It also looks like they aren’t balancing to balance but balancing to bring a change to the current meta. So on paper you would think that wizard is solid but in game he is only good in low skill environments with low skill players. He is a horrible card and is almost never seen in competitive tournaments yet he has a very solid usage rate because he is a great card for low skill players. The best example for why usage and win rates aren’t that important (still should be considered) is wizard. Most would probably say “wow these pigs have so much health, they can be overwhelming”. Never did anyone when playing against mother witch think “wow she has so much health I can’t kill her” yet they nerf her health. It feels like they don’t even play the game and understand what’s going on in the meta. To me they really seem like supercell is only looking at usage and win rates which do not say that much about the power/value of a card. I grew up playing clash royale and it hurts so bad to see these changes. I love Clash Royale, been a fan since before it came to the states.
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