[HIGH-EFFORT POST] What Clash Royale needs to improve in.
Hey guys, it's Warhawk here with an in-depth analysis of Clash Royale.
I'm an OG player who remembered the days where there were actually good tournaments, major content updates were released every few months, and draft challenges were actually exciting.
However, as time moved on, the lack of progression, the rising costs of upgrading cards, more cards added to the game, and metas changing which caused cards to become obsolete in ladder after maxing cards out caused people to stop playing the game and hasn't motivated new players to join.
I'd like to see a couple of fresh, new changes so that Clash Royale will become reinvigorated, not just as a dwindling community, but for new players.
I'm going to be talking about possible changes to Pass Royale, CWII, the addition of Dark Elixir, more levels, and progression boosts.
Pass Royale- Add some Pass Royale chests to the F2P pass, add the ability to earn more crown chests, but with a limit on crowns earned every day, and allow people to buy the pass.
Why?- In other Supercell Passes, you earn similar but more substantial rewards. You can even buy passes in Brawl Stars, which is a major reason why Brawl Stars fans are so loyal to the game. In the CR Pass, you earn completely different rewards which are worth much more than what a F2P player earns. Secondly, there is nothing to do with the crowns you earn after you finish the pass. A lot of people finish the pass early by playing party mode, and there's no reward given for playing over and over again. Players should be able to earn more crown chests with additional crowns and actually do something with it. However, the crowns that you can earn daily after finishing the pass have a limit to prevent a massive progression boost to only a few people that can play daily. Finally, buying the pass would be much freer to play, and motivate people to actually play the game because they have a goal in front of them. I'd suggest that the Clash Royale pass would cost 600 gems, as you receive 250 gems from chests and ladder, and receive 100 from shop overs in two seasons.
CWII:
Fame: Reduce the amount of fame you need to win for smaller clans. Smaller clans can't compete against larger clans, and they are penalized for having less attacks. Each clan in a river race is basically given a certain frame threshold based on how many clan-members.
Clan Wars 1 Old Gamemodes- Add Clan Wars 1 game modes to make war less stale, by having the buttons on the river have multiple scrolling options for game modes.
Why?- If you extend the river, or keep it the way it is and add game modes, it would take too long to go up the river, or everything would be cluttered.
Trader- Allow players to choose whatever tokens they can trade. What is the point of having only one token to be traded in a day? Also, cards are in both the give and get sections, which makes it pretty useless in some scenarios.
Matchmaking- War with other clans based on average king tower level of clan and size, and matchmaking matches up with people that have similar king tower levels. Also, clans that are in similar time zones (Only a 3 hour difference max.) can war against each other.
PVE: Have the boat automatically spawn troops at the beginning. Too many meme decks that destroy the boat. Level capped boat defenses and your own cards to make it a level playing ground, since there are two scenarios: Your levels are too high and the boat defenses are too low, vice versa. Have four levels on the boat battles that each earn more fame and coins. Casual, Hero, Veteran, and Esports. Each level will have faster-spawning troops, and the AI becomes smarter in each mode.
Boats: Only can pass a boat if you destroy it. Makes it a mode actually worth playing, instead of a clan just playing duels and 1v1. My clan never does the boat battles, so they are pretty useless at this rate.
Clan Crown Chest- Even though rewards are a bit better in CWII, there is nothing to do for large clans that finish the race in 2-3 days. However, if matchmaking between smaller clans takes place, I’d like to see crown chests added back to clans, only after a clan finishes the war. This gives motivations for clans to actually be competitive about clan wars and still allows both small and large clans to have significant progression boosts.
Opting Out- At least in Clan Wars 1, you could opt-out of wars, and the clan leader could actually start wars. Now, people are forced to play wars, even as a casual clan who may only play wars over the weekend, or over breaks.
War Schedule- Make wars start from Friday. A lot of people have time on Friday night after school, or on the weekends once everyone finishes work.
Ladder-
Add 2v2 ladder, and a third ladder that utilizes a game mode like touchdown, draft, mega-deck, etc. Get rid of the crown rush and add back gem rush once in a while. However, if crowns actually count towards something in the F2P pass, keep crown rush and add gem rush to the rotation. Most players can't push so high as F2P due to the lack of progression, so the gems at 6100 trophies are pretty much unattainable. Also, have a 20 percent chance of finding 1000 gold from a crown tower once destroyed, and a 10 percent chance of finding 25 gems from a crown tower once destroyed. (Does not apply to party mode.)
Progression-
Reduce cost of card levels as your king tower levels up. With higher king tower levels, you match up with maxed out players. Since you can’t beat them without good card levels, reduce the amount of gold needed to max out cards every time your king tower level increases I personally have too many cards and too little gold.
New Card Levels-
Some people have no use for gold, and some people would like to have new levels. However, to do this, we need to reduce the cost of levels. I propose a level 14 that costs 40K gold, but you can only upgrade one stat. This would cause new plays in competitive formats and tournaments. You want your hog to get to the tower quicker? More movement speed. Avoid getting countered by a mini Pekka? Increase health. In this case, you can only upgrade stat, but it is still F2P friendly. You can have a 5 percent boost to either health, range, damage, attack speed, or movement speed for a level 14 card.
Dark Elixir, Dark Spells, and Heroes:
Let’s face it. A lot of CR cards were taken from COC, but Dark elixir never made its way into CR. I’d suggest a dark elixir system that is based on troops destroyed and not something that you get constantly, like elixir. That being said, 0.1 dark elixir for skeletons, bats, and goblins, 0.2 for archers and minions, 0.3 for fireballs like a musketeer, skeleton dragons, hunter, and magic archer, .4 for knights and goblin brawlers, .5 for princes and ram riders, and 1 dark elixir for tanks such as golems, lava hounds, mega knights, and PEKKA’s. You can upgrade these dark elixir cards, troops, and heroes for extra firepower, but you have to use gems instead. However, swarm units and cards that have multiple units such as goblin gang, minion horde, and skeletons will not give you dark elixir for each unit, but the cost will scale down for how many swarm units or units there are in a single card. Cloned units will only give you .01 for each unit popped, as they only have one hit-point.
Dark Spells- Spend dark elixir for these spells. I’ll give a few examples.
Rain of Fire- Five fireballs rain from the heavens, leaving burning craters leaving constant damage(45) on troops in its AOE for 10 seconds. Cost 5 dark elixir.
Entangled Thorns- Thorns come in a 10 by 10 tile radius, reducing enemy movement and attack speed by 35 percent, while dealing 50 damage for 7 seconds. Costs 4 dark elixir.
Enemy Spotted- Any 3 troops on the board have their range increased by 50 percent. Costs 3 dark elixir for small-range troops, and scales up for large-range troops. You can’t have a princess, magic archer, or a firecracker shooting behind the bridge at the princess tower, so it scales up based on range.
Radiant Light- At your call, the heavens shine healing light that heals all your troops for 50 health for 7 seconds. Costs five dark elixir.
Supernatural Tide- One troop that the enemy has is now mind-controlled for 5 seconds with a 1.25 damage boost.
Call of the Wild- Any troops that you deploy have a 15 percent boost to their stats including range and health for 5 seconds. Costs six dark elixir.
Balaam’s Curse- Your troops health burn away slowly for an extra damage boost. Costs 4 dark elixir
Life leech- Any troop afflicted by life leach gains 10 percent health of how much damage they do. Costs 7 Dark elixir.
Dark Troops:
Necromancer- A necromancer summons your own troops and enemy troops to fight again from the dead. Skeletons, goblins, and archers spawn as skeletons, fireballies and mini-tanks spawn back again as guards, and tanks spawn back as dead knight’s with shields. Bats and minions spawn back as bats, mega-minions and dragons spawn back as minions, and air tanks spawn back as mega-minions. Costs 5 dark elixir. Same health as a musketeer, and the spawned units do not count towards dark elixir. Maximum of 5 skeletons, 5 bats, 3 guards, 3 minions, 1 skeleton dragon, and 1 mega-minion.
Eagle Artillery- Range longer than a X-bow, but cannot hit crown towers. Purely defense, and has 3 bolts of AOE energy that can hit air and ground. Lasts for 40 seconds on the map, unless destroyed by troops or spells. Costs 6 dark elixir.
Dark Heroes:
Dark Wizard- A shadowy wizard comes down to the ground from the depths to deal damage to enemies! With 2116 hit points at level 13, the same hit points as a maxed level knight, he is surrounded by a 7-by-7 tile that slows down enemies, and arcs of dark magic that can hit a maximum of 6 enemies. Hitting six enemies will cause a 100 percent damage to a target, then the damage per target increases by 10 percent whenever there is one less target. When hitting one target, he deals 150% damage.
In this case, you can choose one hero, one spell, and a building from the dark-elixir sidebar, but they will be separate from a deck. If they were part of the deck, then deck-building choices would become really limited, and the frequency of elixir-based troops would drastically decrease.
That's all I have for today. I might get some new ideas and put them up. See you guys in another post!
submitted by
Warhawk123098 to
ClashRoyale