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Author Topic: Clash Royale - Actually, found it enjoyable.  (Read 1953 times)

Keita

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Clash Royale - Actually, found it enjoyable.
« on: April 01, 2016, 11:32:13 am »

So for everyone who doesn't know, the game Clash Royale is a free mobile game (in-app purchases, because what isn't these days?) from the guys who made Clash of Clans. Wiki link if you are curious.

Now I took one look at this originally and thought. 'Looks like another dumb mobile game'. I have to admit, around 20hours later I'm actually wrong and have found it enjoyable!

So I didn't see a thread for this already and am wondering on others opinions and tips about this suprise hit?
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Aklyon

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #1 on: April 01, 2016, 11:54:42 am »

For mobile, its ok. Not a huge fan of it, but I'm not really a huge fan of any mobile games.
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AlStar

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #2 on: April 01, 2016, 11:55:06 am »

I'm playing it with a bunch of people from another forum I frequent. It's really quite well done, and so far it appears to be totally possible to not give them a dime and still be competitive.

I've managed to nearly get up to Arena 6 a couple times, as well as falling back into Arena 4 on at least two different occasions. Currently holding more-or-less steady at Arena 5.

Worst spot to be is right at the top rating of an arena, since then you tend to get matched up against people who've fallen out of the next arena up, but who tend to have picked up new units before they fell back down.

Current deck I'm using is:
Spoiler (click to show/hide)

It's pretty good, although I occasionally am left cursing when there's a tower left sitting at <20 HP at the end of a match that I could've sniped with arrows or a fireball.

Being in a clan is very handy, as you can request cards from your fellow teammates - either 10 commons or 1 rare at a time. As different people are using different cards, usually someone will have extras to give out (and it benefits them too, since they get some gold and experience out of it.)

Aklyon

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #3 on: April 01, 2016, 11:59:54 am »

Theres pretty much no point in leaving out fireball from your deck from what I've seen at arena 2. Projectile direct damage is too useful and while it will not win everything, not having it has lost me more games than having it available for showing up in the draw.
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Keita

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #4 on: April 01, 2016, 12:05:54 pm »

I'm only on Arena 2 atm, but I'm interested in how far I can get without paying any money.

Also a timeley goblin barrel on the opponents king tower followed by fireball has won me many a race for king tower.
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AlStar

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #5 on: April 01, 2016, 12:18:13 pm »

Theres pretty much no point in leaving out fireball from your deck from what I've seen at arena 2. Projectile direct damage is too useful and while it will not win everything, not having it has lost me more games than having it available for showing up in the draw.
I can totally see where you're coming from; but at the same time, I can't point at anything I've currently got in my deck and say "I'd really rather have a fireball instead."

Closest is probably my skeletons, but at the same time, being able to pull them out almost instantly (for a mere 1 elixir) and use them to pull a knight or giant skeleton into the middle of the field, or to just wail on hog warriors has won me a bunch of games.

sambojin

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #6 on: April 01, 2016, 05:00:20 pm »

Another hidden benefit of requesting/donating is that it's made so you can just buy a card if it's in your gold shop for someone, donate it, and profit.

Commons get you 5 gold a donation and you buy the first for 3, the second for 4. So it's 3 gold and 2 experience profit, simply by fulfilling a donation request from your store. That's if you REALLY don't have the cards requested, but the store does.

A Rare gets you 50, but you buy it for 40. 10gold and 10(or 5?) experience profit, for five seconds of work.


This matters a lot earlier on, because you don't need much xp to go up a level, and bigger/better towers are good. But you might not have a lot of cards to donate. Buy them if you can, just for the xp (even if you make a loss on the donation). On a Sunday your store is twice as big, so heaps of stuff gets traded between a 50 member clan, regardless of whether they use that card or not. There's really no excuse not to donate every time you see a request, because you do profit in the long run. Even if you and a friend just swap a card back and forth. I tend to say what is in my store in guild-chat, so people know they're on to a sure thing for requests when I'm on (they usually are anyway. My guild knows how the donate system works. You should always donate, it's in your best interest to). The higher arenas your guild members get to, the more likely it is that they'll be able to fulfill your own donation requests, so always donate whenever you can to help make them stronger.

It's both generous and self-serving. But arena 1-2 commons/rares are good throughout the whole game, so you can always request something worthwhile, no matter your level/guild size/average guild arena level.

It's pretty common that I hit my donate timer, just due to random requests at peak times. I tend to buy 1-3 rares and about 5-10 commons a day, just because. If you could buy a golden chest for ~75-250 gold, you would. I essentially do this every day from the gold shop, unless I'm specifically saving to level something up. Even if I don't use them now, or they're crappy cards, I might use them later, or just donate them to whoever. It also helps you "even out" your cards quicker (I'm not sure if you even have to pay to level them up, or just need the option to do so), so you're more likely to get the cards you actually want to level-up from chests. You're more likely to get epics as well, the more commons and rares you have "an appropriate amount of".


To the question of "can it be free-to-play?". Yes. It's free from the word go. The core experience doesn't change much, and from about arena 3 or 4 onwards, you'll have plenty of cards to make whatever deck-style you like. With the focus being on placement, counter-plays, pushes and defense, a card level or two doesn't matter too much in who wins and loses. Big cards make it easier, but it's not an auto-win. I've pipped people in my clan with higher cards, and the same has happened to me against lower ranked members. Big cards are a crutch, not an "I Win!" button. Strategy and deck focus will see you through. Having different cards is more about deck options, not really deck power (although some cards are still "better" than others, the devs seem pretty heavily focused on balancing them). And you auto-magically get more powerful as time progresses, just by free/crown/normal chests and donation requests. It's just a time thing, not a skill thing, that gets you more powerful. Unless you're hopeless, you will slowly float up through the arenas due to your cards getting more powerful than those in "your bracket". This doesn't mean you're "a better player". There's awesome players in arena 2-5, so have fun playing against them and learning from them. They may float upward a little quicker, but gameplay at all levels is often better than what you see on TV Royale. Easier to learn from as well.

That's the main thing I like about the game. You can have a good, fun game, no matter if you're just starting or have been playing for months. You have to get into a totally different mindset for Clash Royale. Higher level or higher cards doesn't necessarily mean better or more skilled. You've just got to enjoy the ride, enjoy the matches, enjoy the game, and ignore all that. Learn all you can about playing, and you'll defeat plenty of higher level opponents. But your trophies and arena level really don't matter too much, your card levels are a crutch that often make wins less satisfying, and the core experience is exactly the same from day 1 to day 300.

If you like that experience, then you can play it for free. I have been, and I've gotten plenty of epics, good card levels and reasonable towers, and I often only play a match or two a day, sometimes none for days. I just log in, collect my freebies, buy a few cards for gold at the shop, and donate whatever my guild is requesting. I'm level 7 on my towers, most cards are level 6 on commons, 4 on rares, 1-2 on epics (waiting to choose which ones I want to upgrade to lvl7/5, because it's 1000 gold to) and am about to go into arena 5. I'm not particularly good, or very fanatical or hardcore in playing, yet here I am. I've been playing for about 4 days from before proper-launch (about 2 months? or 1 month? A while, anyway), really casually, and am competitive against anything in arena 4 while dribbling up to arena 5. It's a very competitive game, but you can be competitive while playing casually. I like that. I'll probably be playing this game for ages, on and off, because it's fun at "all levels of play".

Sometimes I'll play a tonne of matches in a few days, sometimes a handful in a week. Levelling f2p slows down/gets pricey enough that everything will end up at about lvl7-8 (4-5 for rares) for ages soon, but most of my guild will be about the same. Regardless of how good you are. Yet we'll all have plenty of cards to make more or less whatever deck-type we choose, just for funsies, with strong enough cards to "be competitive". That's free-to-play, I reckon.


Within the next month, things like trophy counts might actually mean something, at around arena 5-7. Because everyone will have levelled out into the "takes an age to level cards f2p" plateau by then, and skill won't be about higher level cards. Cards will do their thing, and a lvl or two won't make something too-squishy/too-powerful, or create huge game swings even with suboptimal play. I can see arena 6-7 (lvl 7-8 commons/lvl 4-6 rares being average "easy entry requirements") being the real skill decider area in the game, but you'll naturally float up near to it eventually. Arena 4-5 just happens, 6 and 7 doesn't. There's enough deck types and enough play-styles at that level, that being "good" will actually require a lot of knowledge and skill, not just time to get better cards. It probably takes 2-3 months all up to get there, then shit gets serious :)

Of course, as more of your guild members float up to arena 4-5, you'll all have more card types to donate/buy/open, so each new set of cards shouldn't be too hard to get to a decent level pretty quickly. The early lvls are quick as, and Clash Royale likes "evening out" your card levels with chest openings, so you always have the option of being pretty competitive in any bracket fairly quickly, even when exposed to new cards. Chest opening cards aren't completely random, and the first card lvls are cheap and quick to get, so you'll ping-pong between arena tiers for a few days until the new things are lvl3-5 or so (if you're using the new stuff). Quicker if you've got a guild with a fair few members in around that bracket. But I think arena 6-7 will be the real skill-test wall, 4-5 is easy enough to get to.


And yes, skellies are awesome. They block, they draw troops, they add weight to pushes and defense, they add to dps, and they cycle your deck quickly (their best advantage). They might not scale too well, but since they do all the above for 1 elixir, they don't need to. They're amazing.

« Last Edit: April 05, 2016, 02:41:54 am by sambojin »
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sambojin

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #7 on: April 01, 2016, 07:08:04 pm »

For tips, there's heaps.

Here's a little gem though:

Faster troops can push slower troops. A prince can push a giant a bit quicker up to a tower while charging, and use him as a damage sponge. A valk can get pushed by a hog or prince pretty damn quickly. I'm pretty sure minions can even give balloons a nudge along.

The lane often needs to be clear to do it (otherwise a standard attacker will wander off to engage something, and not push the slower troop directly towards a tower).

I'm pretty sure a hog behind a giant works too, if you want to ram a pair of building destroyers down someone's throat.

It seems to depend on the slower troops "size" and speed, and the pushing troop's size and speed on how much of a boost they get. We've termed it "Prince Boosting" in my guild, because that's where we noticed it first. I've got an idea that hogs might actually be the same "size" as normal troops, but princes are "bigger".

I have no idea why people put Golems on their back line for elixer collecting/timing, considering that they should be able to boost them forward a little, quite easily, within a few seconds anyway (virtually everything is faster than them, and everything that "Prince Boosts" a Giant, does the same for a Golem). But remember, TV Royale "personalities" are just a bunch of currently unassailable p2w gemmers, they didn't actually learn anything along the way. Give it a few months and you'll never see those scrubs again.


Next level shit, huh? Well, kind of. I haven't seen it mentioned anywhere else, but it does work.
« Last Edit: April 01, 2016, 09:41:26 pm by sambojin »
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Folly

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #8 on: April 01, 2016, 09:00:48 pm »

I've been playing since launch and enjoying it.

Prince is the only unit I really hate...he shreds absolutely anything on the ground.
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sambojin

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #9 on: April 01, 2016, 09:11:39 pm »

Except skellies (and something else). Or gobs. Or spear gobs. Or Mini-PEKKAS. Or buildings/anything positioned so that even if he destroys them, he doesn't get another charge before he hits the tower, while slowly getting tower chip-damaged. Even archers can draw him into an enfilade of two tower's fire.

Princes are great, but there's tonnes of counters. I actually wish their nerf wasn't less charge speed, but more time before charging occurs. That's the scary thing. Something gets hit HARD, quite quickly. And sometimes you've got nothing mana-efficient in your hand to take that hit. With poor positioning or judgement, they get another hard hit/charge again very quickly, which makes many troops die to them. It's the charging, not the quickness of movement, that has to be nerfed/countered. 1/2 a second would do it, easily, even if they moved as quickly as before.

Which is why skellies are so good for so many reasons. There's nothing that can be more mana-efficient, even if it's not an optimal counter-play to that troop type. Skellies DO counter Valks/dragons/barbs/sorcs/etc, but only because that 1 elixir gave you an extra card draw and an extra two seconds to deal with them. Sometimes more with good positioning.

"Least wasteful" is good in itself. Especially if it gives you 2+ more seconds to do something optimal against a charging prince/annoying valk/rampaging dragon/pesky minion horde/unescorted sorc. Or take the tower hit and let the skellies dps them down (or use any of the mentioned cards to do so).



Having enough anti-air, while not having "just mook ranged troops" that die to AoE, and still having reasonable ways of attacking the enemy, is far harder than countering a prince.
« Last Edit: April 01, 2016, 10:31:17 pm by sambojin »
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Folly

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #10 on: April 01, 2016, 09:57:53 pm »

I've seen princes rip through upgraded buildings, goblins, pekkas, and still have enough health left to charge my tower and get a few hits in, usually dropping at least half of it's health.
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sambojin

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #11 on: April 01, 2016, 10:04:33 pm »

Must be a very high lvl prince card. I can usually spam/speed bump them, but they scale far better with levels than most things.

What sort of lvl are you playing at? Arena/card lvl wise?


If it looks like you can't stop a prince, drop mêlée/spam right in front/beside your tower (when they're about a 1/4 of the way to you from the river). Don't worry about drawing them off to the side. At least they won't charge your tower, and who cares how much they overkill your spam? A decent mêlée troop will do some damage before they go down, but 1-2 mana spam is better to have killed, rather slowly. The tower will be too close to the spam blocker for the prince to get another charge off, so you won't get the big hit on the tower. Then just drop something decent/ranged on or near them, while/after the spam is fighting them. Prince dead.

And maybe something nice still alive to push with straight afterwards.

A few hits on a tower isn't bad if it's a "free" kill of a 5 elixir card. Just control the charging, and choose whether he dies in battle or slowly tapping away at a tower.
« Last Edit: April 01, 2016, 10:43:00 pm by sambojin »
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Folly

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #12 on: April 01, 2016, 11:47:16 pm »

I'm currently bouncing between Arena 3 and Arena 4.
And yeah, I can drop some troops in front of my tower to intercept the prince, but I have to spend more elixer on defenders than the other guy spent on his prince, and abandon any offense I had going in the other lane. Even if it's not an instant loss, I fall behind a little bit more every time the enemy plays a Prince. There are just too few cards that counter him efficiently.
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sambojin

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #13 on: April 06, 2016, 07:06:44 pm »

Do you think it'd be worthwhile making a bay12 guild on this? My guild is pretty cool (Aus Stars. Mostly Aussies and English speakers, but everyone's welcome, from anywhere), but if there's enough call for it, it might be fun to have our own guild.

Having a regional guild is cool due to timezones, so more people are on when you're awake. But since guilds are so hands-off and irrelevant other than donations/requests, chatter and friendly matches, Bay12 might actually be able to pull this one off. My last guild had an absent leader and a half-inactive player base, and was still pretty cool. So us active types formed a new guild. It's about the same really.

Is there any interest in a Bay12 guild, so we can use this thread for guild chatter and strategy as well? It'll stop the timezone thing being a problem at least. Needs about 20+ people to make it worthwhile, but it's completely management free after we make it (everyone can be a co-leader, etc. Rank doesn't matter in CR, and there's no limit to promotions). Might be fun. Pity my current guild is so cool.....


Or just join Aus Stars if you want a generous, friendly, helpful, open guild. We've got 28 members right now, so some crazy dwarves on top of that won't hurt. There's a limit of 50 per guild, so come aboard. Mostly 18+ yo members, so say what you want. But be nice. That's what guilds are for.
« Last Edit: April 06, 2016, 07:16:46 pm by sambojin »
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sambojin

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Re: Clash Royale - Actually, found it enjoyable.
« Reply #14 on: April 11, 2016, 07:52:27 pm »

Well, got to Arena 5, and am merrily bouncing back and forth between that and Arena 4. Which goes to show, you don't have to be THAT good to get there. Or even play sober sometimes. I'm hoping skill comes into it a lot more at this point.

But I can happily conclude that being drunk does make you worse, so it's not entirely a Pokemon-like, with time being the limiter rather than XP/Level. So it is somewhat skill based. But time does sub in for skill sometimes, because that's how you get higher level cards. But you can still lose quite easily with higher level stuff (especially when drunk).

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