
Join the revolution cuz we have a god on our side and the queen does not
785 posts
@thetetratan @myconidwitch @21ducky @thatoneguyfromtheantivoid @intothevoid125 @rainbowgod666 @official-megumin
@thetetratan @myconidwitch @21ducky @thatoneguyfromtheantivoid @intothevoid125 @rainbowgod666 @official-megumin
SIK EM
fuck’s sake
if this gets to 500 notes, I’ll draw “Creator” responding to the next ten asks
if this gets to 1000 notes, I’ll post one of my animations
if this gets to 1500 notes, I’ll try to write more lore
if this gets to 2000 notes, I’ll fucking cry because what how
[and add more goals]
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More Posts from Ecofmaster
U x Henry Stikmin

im bored (will come back tomorrow btw!)
I know nothing about MLP
But that is amazing



Don't vent to Pinkie Pie
AHAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHHAAHAHAHAHAHAHAHAHAH
@21ducky hey remember the thing?

it worked. … what next?..
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Kinda did this a bit late
Like 11:37 late
Buuuuuuut
Day 2: Arenas
Arenas are pretty cool as a concept, essentially being the checkpoints of Clash Royale. But they're handled so poorly it's sad. I'm here to fix that.
First, we need to add a VERY important feature to arenas. Level caps. Each arena will now have level caps for cards. If you have a card at a higher level than the level cap, it will be held back to the max level until you reach a better arena. This already happens in the Goblin Queen's journey, but I don't think it does in trophy road, which it should. But another thing that should be added is the amount of cards at the max level. If someone has a full deck of level 11 cards against a player with all level 9 cards, it is still unfair, although better than max level cards destroying all of the level 9 cards. We should put max caps on how many cards you can have at max as well, so in the case used before, one side will only have 3 level 11 cards, and the rest at level 10. This gives the level 9 player at least a fighting chance against the pay-to-win.
Rewards should also scale for arenas. They do a bit with the chests, but not nearly as much as it should. Rewards should scale much better with the levels of people in those arenas, so a player in Pancake arena won't get less than 1800 gold in a golden chest. This also goes hand and hand with the level change before, because even a f2p can have higher level cards, but if they want a bigger advantage they can get it by spending money without getting too overpowered.
Finally arenas should be more focused on their themes. This is a bit more of a silly suggestion, but I think it's a good one. Arenas are already themed, so I feel like making those themes matter could be fun. First, we could shuffle the card unlock order to follow the the arena themes well. So an electro card would be unlockable from electro valley onwards, but frozen peak has more ice themed cards. This is again already in the game, but I think these themed arenas should give certain cards buffs depending on the arena, kinda how seasonal buffs work. A card would be raised to the level limit for until you get out of the arena, encouraging players to try out the new cards instead of sticking with their current deck. This could incite more deck creativity, which is always good for the game.
And I think arenas are almost fixed! But one more thing...
Remove the goddamn king level caps. They don't work. Just limit king levels like we are doing with cards, and now actually skilled players aren't locked in an arena because they haven't spent some goddamn money on this game.