This Stupid Game Needs To Be Fixed - Tumblr Posts
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I'm an avid Clash Royale player. I wouldn't say I'm that good, I'm only in Boot Camp arena wise and I don't play competitive that much, but I have been playing this game for more than five years now, so I know my stuff. With that being said, this game is a fucking shit hole, and it's time we fix it.
I'm gonna start making a post like this every day until Supercell releases at least three semi-decent updates in a row, or if they add one of my suggestions. I might miss some days, but I'll let you guys know if I can't post. With that being said,
Day 1. Masteries
Card masteries might be one of the best good features in the game right now, but they're also dogshit.
Masteries are like milestones for specific cards. You do some amount of something with one card, you get a cool animation, and you get a small reward for getting it. And masteries are actually amazing ways to progress in the game. Or, they would be, if they did anything.
Masteries give you nothing. The rewards are so insignificant that they don't even matter for progression. Sure, you can get a few fireball cards for using it a lot, but it barely helps. That's why masteries need more rewards. The card amounts should be larger, MUCH larger. And so should the gold. The gems can stay the same, as gems are supposed to be a premium currency, but we can talk about them in a later post.
So, you get more stuff for card masteries, we done now?
No.
Levels should be locked behind card masteries. Card levels are a big problem in Clash. Like, a VERY big problem. Over leveling cards can give spenders an INSANE advantage over f2p players like myself. I cannot tell you how many times I got owned by a full level 15 deck solely because a card has slightly more health than before. This problem also causes low skill players to rocket up to higher trophy counts, and then start losing because mega knight can't counter everything. Then what do they do? They start complaining on Twitter or Tumblr!
...wait
Masteries locking levels to a certain point would solve this. Now to get over leveled cards, you need to be good, and players can't rise to the top just because they have a maxed deck.
I will say, this would completely destroy top latter and comp, so for Legendary Arena and Path of Legends All cards are forced into certain levels, based on where you're playing (so someone in challenger one will be playing with a full lvl 11 deck, no matter the real level of those cards, but someone in Legendary Arena or Ultimate Champ would play with all level 15 cards).
In my opinion, if all these changes are put in place, masteries will be fixed. Not the game though, the game would still be in deep shit.
Until tomorrow, where I'll discuss the shit hole that is arenas
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
This feature is so slept in it's criminal
Day 11: Classic Challenges
I honestly forgot these existed until earlier today. They're that forgettable. So I'm making them cooler.
Change 1: Rewards
The rewards are actually a major improvement compared to the price of gold for gems usually. For winning (I think?) 4 battles I got 2000 gold in the mega draft challenge, plus a few cards. That is double what you can get for 60 gems in the shop. Keep in mind a mega draft challenge has a 50 gem enter fee, so that is CRAZY value. Even with this, I think the amount of cards given should be upped SLIGHTLY. Not too much.
Now that I think of it, Supercell might have forgotten about classic challenges too, because that is one of the only features they haven't run to the ground with unnecessary monetization!
Change 2: Game modes
Right now, in the challenges, there are classic challenges, which has fewer rewards for a cheap entry fee, grand challenges, which has a high entry fee but a lot of rewards, and mega draft challenges, which are in the middle, and the only classic challenge you can do that doesn't take your deck into account. We should have more choices. We need regular draft, triple draft, and ESPECIALLY touchdown challenges. Touchdown challenges might be the most hype thing added to Clash since evolutions were announced. You know, before we knew they were pay-to-win as fuck. We need that. I need that. Also I'm stealing an old idea and putting it here. Randomizer challenge! Every battle is a different game mode. I proposed this for Clan Wars, and I'm bringing it to Challenges as well.
Change 3: Better advertising
Make challenges more known. As I said, I forgot these even existed until earlier today. I'm sure most players in midlatter don't know these exist either, which sucks because they're ACTUALLY GOOD! THERE IS A GOOD FEATURE IN CLASH ROYALE AND BARELY ANYONE USES OR CARES ABOUT IT!!!! MORE PEOPLE NEED TO KNOW ABOUT THIS!!!!
I didn't expect to not have to do that much work in improving something in THIS game, but I guess there's a first time for everything.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
So I do have an actually good update but I'm saving it for Tomorrow because I had I funny idea for a card.
Day 13: The Turtle
THE ULTIMATE TANK
Rarity: Epic
Elixir: 5
Turtle Health: 5000 (at lvl 11)
Shell Health: 1500 (at lvl 11)
Damage: 10
Attack speed: 2 secs
Deploy time: 2 secs
Speed: 0.25 tps (tiles per second) NEW SLOWEST CARD IN THE GAME
The Turtle is a single targeting slow tank that targets buildings only.
The Turtle has a whopping five health marks (like what the Goblin Demolisher has) and each time it hits a mark it goes into its shell.
When in the shell, the turtle will not move or attack until the shell is broken. The shell can't exist forever, because it gets the building treatment and dies over time.
After three seconds of being in a shell, the turtle will start healing (the turtle not the shell). Once the shell is broken, the turtle comes out again, and after three more seconds the turtle shell will start healing (although if a health marker is hit before the shell starts healing the shell will be at one health). This cycle of shell and no shell repeats until the turtle finally dies. Keep in mind that if the turtle heals in his shell the heath mark that brought the shell out last will have to be hit again.
So technically this can iso three crown if your opponent is not careful, but any swarm or either inferno card can destroy this thing (although a turtle valk electro wiz push can probably devastate your opponent.
This is just a dumb idea I thought of, serious update tomorrow.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
So I'm doing another card if you want a good update look at yesterday's post
Day 15: Balloon Skeletons
Rarity: Epic
Card: troop
Balloon health: 1
All other stats are identical to the skeletons
This card spawns four skeletons tied to balloons. These balloons let them float in the sky and attack air troops, but if the balloons were to pop, the skeletons will fall down and act like normal skeletons. The balloons act like shields for the skeletons, tanking a single shot for them.
These Balloon Skeletons are a good way to counter a lot of flying troops, which makes them a direct competitor to the bats. They aren't very strong themselves, but paired with a tower,they can distract and take out a lot of pesky flying support troops.
Inspired by the flying skeleton defences in Clash of Clans.
Making updates to Clash Royale every day until Supercell fixes their stupid game
So heads up I'm not going to be making a Clash Royale post tomorrow cuz tomorrow is my birthday and I'll be doing other things but here's another big change to cover for tomorrow
Day 16: Tower troops
Tower troops were a cool idea in practice, but had a horrible execution. But the concept is still salvageable.
Change 1 & 2: Troops
So change 1 and 2 are kinda related to each other so I'm doing them together.
Having the tower troops become actual troops is a crazy, but honestly feasible idea. I would love to see a cannoneer on the battlefield. Not so much with the Dagger Duchess, but it could probably work if made right. This also makes the possibility of existing troops being put on the towers too. It would honestly be awesome to see a ninth slot for tower troops where you could just put any card on it. Although some cards like the Mega Knight on a tower would be weird considering only the melee attack would make sense, I'm sure that could be worked out. Doing something like giving towers with melee troops on them much more health would be cool. But I especially want to see buildings on the towers. An X-bow tower troops would be absolutely crazy to see in a real game. Granted, all of this would be probably the biggest update to Clash ever, and it would need a crazy amount of balancing, but with enough balancing and working things out, tower troops could be super cool instead of not great.
I know I kinda crammed all of today's update into one big paragraph, but both changes were very similar so I felt like I had to. This one would be a big update in practice in execution, but it could definitely work. And it would be interesting to see a Mother Witch tower troop like the concept I've seen circling around in an actual game.
But that's today's (and tomorrow's) update.
Making updates to Clash Royale every day until Supercell fixes their stupid game
So this one is a bit of a deep water for me cuz I don't buy the pass Royale but I have looked at the price and rewards and also I know a few things about the pass before the repeated nerfs to the economy of this dumbass game so it thinks I can do this.
Day 18: Pass Royale
The Pass Royale was a feature added to Clash right when Fortnite was popping off. This is important because Fortnite basically pioneered the idea of a season pass. This idea has honestly destroyed some games, but it has benefited others. In Clash Royale's case, it used to benefit, but now it's dumb. I'm here to fix that.
Change 1: Rewards
All of the rewards in the pass are shitty as hell. In the early days, you could buy a pass for five bucks and get a book of books among other rewards. Nowadays the free pass gives you absolutely nothing, or you can buy the pass for only 6 bucks! What do you get? A tower skin, an emote and depression. Oh, and there's also the option to get the diamond pass and fuck yourself sideways with an animated banner, for only double the price! Such a good deal. Honestly I understand how giving away a book of books (and more!) for five bucks was hurting the economy, but this is hurting the economy too. Just give us some actually good rewards.
Change 2: Pass End
I play Clash Royale an... Unhealthy amount. Because of this, I almost always finish the pass a week before the season ends. And now crowns are worth nothing. Just give us a golden chest or a bit of gold at the end of the pass, it's such an easy fix.
Change 3: Money
So I talked about this in the shop fix, but even if it's a worse deal,switching money for gems may be an idea worth exploring. It gives a f2p player the chance to get the pass every few seasons.
I should become a video game dev, I'm doing this better than Supercell
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
IIIIIIIIIIIII'M BAAAAAAAAAAAAACK!
I'm also coming back with a simple card idea because those are significantly easier than actually significant updates.
Day 17: Cloud Cannon
Rarity: Legendary
Card: Building
Elixir: 3
All other stats identical to a cannon
The Cloud Cannon is a simple idea. It's a Cannon on a cloud. The only differences it has from a regular cannon is flight. It can attack air troops, and only air attackers can get distracted by it.
This is an interesting idea because of the tradeoff between distraction and defence. The interesting thing about the Cloud Cannon is that it's an air building, so it won't be able to distract ground targeting troops, like knights. But it also can't distract some win conditions, like the giant (although for win cons like Balloon or Lava Hound I think the Cloud Cannon could distract them because ya know they're air troops so they should be distracted by air buildings). But the Cloud Cannon has the added benefit of attacking air troops, which the cannon cannot do.
I honestly think this card will be very iffy considering its gimmick, but I think it could work. If the Cloud Cannon is bad enough, you could make a major rework to it to make it similar to the Cannon Cart where the cloud can act as a shield and when it dies the Cannon falls down and acts like a regular Cannon, but I also feel like it you were to implement that it would need an elixir cost hike to 4 elixir, so it would be a VERY big change. All in all, the idea could be tossed around a bit, but I don't really expect an actual developer for Clash Royale to see any of these posts, so it probably won't happen.
Also I want to quickly mention that my post schedule for this series has been... Messy at best. So I'm trying to incorporate this into my schedule now so that doesn't happen anymore. TLDR, Clash Posts will be more consistent from here on.
Also I added a legendary building before Supercell I'm a better game developer.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
As I'm easing back into this series I'm going to start off with more of the easy card ideas than actual changes, so just a heads up.
Day 18: Skeleton Drone
Rarity: Legendary
Card: Troop
Elixir: 4
Health: 500 (at lvl 11)
Damage: 50 (at lvl 11)
Attack speed: 0.8 second
Skeleton deploy: Every 0.25 secs
Deploy time: 0.5 secs
The drone is an interesting idea for a defensive card. The drone itself only attacks flying cards. But when above a ground troop, it will drop skeletons on it repeatedly, and will follow the ground troop until the troop dies or until the drone dies. If your opponent isn't careful, there will be a swarm of skeletons coming their way.
This card idea is interesting to me. The drone is honestly pretty weak, but as a skeleton spawner it could work. You may notice I'm doing a lot of skeleton stuff in retaliation against the goblin stuff going on in Clash Royale around this time. I liked skeletons better anyway. So I'll be doing more skeleton stuff for the next few days.
Or what could be funny is if this was just the tombstone Evo.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Hey it's an actual update
Day 20: Daily rewards
The daily rewards were added just a few months(?) ago. They were supposed to boost progression for f2p players. But because Supercell is a company of greedy fucks (or at least the people behind Clash Royale are), they took half the rewards from the item shop and put them into the daily rewards. I'm here to bring this feature some justice.
Change 1: Rewards
So the reward system basically gives you three tasks of increasing difficulty to do every day, and each task you do will give you a better rewards. The best reward you can get is a lucky box for getting three wins, and it operates basically the same as the star drops from Brawl Stars (which is an actually good and f2p friendly game from Supercell). I'll talk more about lucky boxes later. But the other two possible rewards (3 and 10 crowns respectively) are trash. I finished the pass 19 days before the end of the season, meaning those crowns are completely useless. I don't need the extra crowns to get to the end of the pass anyway. I could do it without them. The pass is actually quite short. I propose replacing the crowns with more lucky boxes. This would actually help all the way through the season. Plus, for the hardest task, you could guarantee a lucky box that starts at rare instead of common, so doing the hardest task still gets you a better reward.
Change 2: Lucky boxes
So the lucky boxes themselves aren't even that great. They're ok, but nothing special really. So I'm fixing them in the most obvious way possible, buffs. Increase the chance of getting to a new lucky box rarity significantly, and increase the rewards themselves. I know, it's a lazy fix, but it works and it makes sense.
Star drops are still better tho
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I literally have nothing to say for this little blurb
Day 22: Trebuchet
Rarity: Rare
Card: troop
Elixir: 5
Attack damage: 600 (at lvl 11)
Burn damage: 15 per tic
Burn tic speed: 0.5 secs
Burn duration: 6 secs
Health: 1379
Attack speed: 2.5 secs
Range: 7 tiles
The trebuchet is a long range single targeting troop that shoots flaming cannonballs at the opposing troops. Each of the shots only hit one troop, but if the troop was next to any other opposing troops when hit, all of them will catch on fire from the cannonball.
The trebuchet can help as a way to deal with mini tank + swarm pushes. It also has the range of the magic archer, helping it stay away from enemy attacks and help from afar. This compensates for the trebuchet's disgustingly slow attack speed. Plus it's just really fun to say.
I think this might be a very fun card to play with. It would be alone to defend most "mini pushes" (a term I coined to describe any push without a win con), but it can also be used to counter any swarms helping a win con. Overall, this seems like a balanced card.
Seriously tho, it's really fun to say. TREBUCHET!
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I'm back, but this time, it's different
So I've been posting suuuuuuper lately night basically since the start of this entire thing, and that basically puts a lot of pressure on me to rush making the post, and then I forget about it the rest of the day.
But now I have a better and more consistent way. Instead of posting at 11:59 PM, I'll post at 12:01 AM!
So now I'll be posting very early morning. This will be the final late night post of this series.
That also means this one and the next one will be much closer timewise to each other than any other two Clash posts.
With that being said, Clash post!
Day 23: Sniper
So this is a really weird and interesting idea I thought of and it's loosely based off of the sniper monkey from BTD6 but that doesn't mean it can't be in Clash.
Rarity: Legendary
Elixir: 4
Attack: 2400 (at lvl 11)
Health: 190
Attack speed: 12 secs
Range: 13.5 tiles
Movement speed: 1 tps (tile per second)
Can only reload while standing still
The sniper is basically an amalgamation of the princess and the sparky combined into a squishy MENACE. It's single targeting, meaning literally skeletons can take it out, but if it hits something, that something takes a LOT of damage. Letting this thing run on your tower is game over almost immediately. But it is very easy to deal with considering its low health.
The sniper would be VERY annoying if not dealt with properly, but honestly isn't as overpowered as it may seem. This may actually become a midlatter menace, whilst seeing no play in top latter. If it's added, that is.
Welp, see ya in a few hours.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Wow it's been so long that's craaaaaaazy
Day 24: Hoggy Bank
The Hoggy Bank might be the most overlooked thing in Clash. Sure, if you fill it up fully, you get your money's worth, but who would buy this? Me, actually, but only after the changes I propose are implemented (if they're implemented)
Change 1: Gold limit
I don't think there should be a gold limit. I feel like if you play enough you should be able to get a lot more gold than 185000 (which, granted, is a lot of gold, but I'll get to that). Removing the gold limit entirely would be harsh, which is why we're doing some more things to change the hoggy bank.
Change 2: Gold collection
The gold collection of the hoggy bank is crazy. It's all the gold you usually get from battles x5. I think, considering that we just removed the gold limit, we should also need the gold collection. Now it will just equal the gold you have amassed over time with no multiplier.
Change 3: payment
If you've read my other entries in this series you'll know I'm not a fan of in-game offers that use actual money instead of in-game currency. This is why the hoggy bank will now cost 1500 gems instead of 4.99$ is fair in my opinion. On one side f2p players can now get the hoggy bank every few years. On the other side, the hoggy bank just more than doubled it's price (this drastic price increase also compensates for the no gold limit because maniacs like me who play this game too much will get such a good value off of a 4.99 no limit hoggy bank).
So yeah hoggy bank fixed.
Props to the devs for great name tho
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
So I was going to do my early morning thing like I planned but then I fell asleep (that's a new experience for me) so I'm doing it now
Day 25: Vortex
Rarity: Epic
Card: Spell
Elixir: 3
Radius: 3.5 tiles
Duration: 0.5 secs
The vortex is essentially the portal or Teleportation spell that has been suggested all too many times. Except the teleport spell is too overpowered, because you can just teleport your entire push away from a defence. The vortex will teleport OPPOSING troops.
It works exactly like a mighty miner's ability, but for a group of opposing cards. Any cards that are in the vortex's range or walk in during its duration will be teleported to the other side of the map, split across the middle vertically. So if you put your lava hound in the left corner and your opponent plays a vortex on it, the lava hound will go to the right corner (still on your side, but if you ace it in the corner of the pocket the vortex will to it to the other side outside the pocket). This spell does not affect towers.
The void can help separate pushes. Two small split lane pushes are usually easier to deal with than one massive push. Or the vortex can move your opponent's push away from your lower health tower, so you can prevent them from doing enough damage to win a tiebreaker. This card could definitely fit in a lot of decks, and would be a good way to diffuse very bad situations.
This isn't even a bad card idea actually
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I fell asleep early again
Day 26: Chill Pill
This is a dumb idea
Rarity: Common
Type: spell
Elixir: 1
Radius: 2.5 tiles
Slowdown percentage: 50% speed
Slowdown duration: 2 secs
Heal: 1/3 of troop total health
The Chill Pill is essentially a pill that can does the same thing to enemies or allies, and can be helpful or hurtful depending on the situation. It heals any troops in its range's health, but also slows them down.
This is an interesting idea because of its uses. You can use it to hinder the opponent's troops, or to help yours. Or in specific situations, maybe even both. It would be interesting to see in a real game.
This was kinda a lazy post, because I thought of it on the spot, but it's not like anyone reads these posts anyway, so...
Supercell we need chill pill card
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Hey we're back to early-day schedule
Day 27: Bear Trap
Rarity: Champion
Type: spell
Elixir: 1
Ability Elixir: 2
Radius: 1 tile
Damage: 15
Tic speed: 0.25 secs
The bear trap is essentially a trap for a small group of troops. At first, it does absolutely nothing. Completely stationary. But when you activate its ability, the bear trap snaps up any troops on the tile that it was placed on. It can take up to 3 troops at a time. Once a troop is snared, it CAN'T get out until it dies. The bear trap doe a continuous small bit of damage to any snared troops. When a troop is snared, all allies of the bear trap retarget to a different one (if they were targeted at the snared troops). The bear trap can never hit flying troops.
The bear trap is an interesting idea. I'm pretty sure it was thought of as a card way back when before evos, champions, and all the p2w stuff we have now. But now it can be used as a champion! This also means it can't be baited, because the player controls when it snared enemies. I would see this being better against tanks honestly
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
Back to late night shit
Day 28: Rematches
This idea just randomly came to me while I was taking a shit yesterday so I decided to post it here.
Also I think this is the first time I'm suggesting a feature addition. Like I've revamped and reworked features, I've made changes to and made custom cards, but never a completely original feature.
Well there's a first for everything.
A rematch is basically saying "that was luck I can beat you this time" to someone. If you suggest a rematch against someone, a notification will appear when they're not in a game (similar to how the wish list works) that tells them that someone wants to play them again. In the friends tab, they will find a rematch request (like any other game request). They have the option to accept or decline the request. If they decline, well what do you think will happen? But if they accept...
Upon accepting a rematch, both parties will get into a game with the SAME CONDITIONS AS LAST TIME. So let's say someone plays another person in a regular game. Even if the other person switched their deck, or upgraded a card, accepting a rematch will make them play with the exact conditions as last time, for that one game. For any draft games, the drafts will NOT be the same. That's the only time a rematch will not have the same conditions as the game being rematched.
No rematches will NOT give trophies or whatever the hell path of Legends is. They can give gold crowns and chests, but nothing else.
Also to clarify, if you play one game, for this example let's use mega draft, and then play another with the same person, this time infinite elixir, and then you challenge your opponent to a rematch bely clicking the mega draft game and asking for it, you will get a rematch of MEGA DRAFT, NOT THE INFINITE ELIXIR.
So yeah that's rematches.
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
I forgor earlier today soooooo
Day 29: Tournaments Part 2
Ok, so I know I already did this one, but hear me out. (Also this is in addition to the other changes)
Change 1: Move the tournaments
The final tab of the home page will now be exclusively the season stuff. The Pass Royale will also be moved there cuz that's a seasonal thing too. The regular tournaments and event tournaments will be added as the newest tabs to the game modes in the main screen.
Change 2: Latter Tournaments
So I always hated the Goblin Queen's Journey because I felt it would be better as an event thing that comes and goes. But now I have a solution to kill it. Replace the Goblin Queen's Journey with Latter Tournaments! The Goblin Queen game mode will now be a mode you can play as a tournament, and the latter aspect will now be for the tournaments themselves!
But how will tournament latter work? Well, I envision it similar to the Path Of Legends. Tournaments will now add to a path that you can climb, and you can only climb tournament latter by winning games in the paid tournaments. This latter will obviously have better rewards, considering you have to pay at least some amount of gems to get in tournaments. Also this latter is a long with the tournament rewards themselves. (And season tournaments will not contribute to this latter. They will be their own game mode, and will work virtually the same, just moved to a different place in the home area)
CLASH ROYALE TOURNAMENT UPDATE NOW
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
And we're back to card ideas
Day 30: The Morphling
Rarity: Legendary
Card: troop
Elixir: 6
Health: 7000
Weapon switch delay: 0.25 secs
Speed: 1.5 tps (tiles per second)
Ground troop
The Morphling is a troop that uses the attack of the last thing that attacked it. Before it gets an attacked it will ignore everything and just walk. It will even ignore opposing towers if they don't attack it. This also means if you are able to freeze an opposing king tower long enough it can even walk past a king tower.
But when it is attacked, it will start using the attack of the thing that attacked it. Every time it's attacked by something new, it takes a bit to switch weapons, so there's an opening to attack it. The attack it uses will do the exact same everything that it would for the original attacker (scaled to whatever level the Morphling is, of course). If it's attacked by something that shoots multiple projectiles at a time (for example the hunter), even If only one of the projectiles hit it, the Morphling will attack with all of the projectiles.
Although this card may seem crazy unfair and overpowered at first, there are some easy ways to counter it. Overwhelming it with a bunch of different cards with different attacks can get it to repeatedly switch weapons, causing long periods of switch delay. This makes cards like the Rascals really good at defending against the Morphling. Also, any spirit can DESTROY this card. Remember how the Morphling uses the EXACT projectile as its attacker? Well, spirits throw themselves into opposing troops, so the Morphling will too.
So ye that's the Morphling
Being back to Making an actually good Clash Royale update every day until Supercell fixes their stupid game
I HAVE RETURNED FROM MY SLUMBER
So I already did a post explaining why I was gone and I'm not doing another sooooooooooooooooo
We're back babyyyyyy
And to celebrate I'm finally dipping my toes into evolutions
Day 31: Evolutions
Hey it's been one month
So I kinda avoided evos for a long time cuz I just hated their very idea. It just didn't fit in Clash in my opinion. But by now with literal midlatter hellfire commencing because of the mega knight Evo, I've accepted that this exists, so, I'm fixing them now!!
Evos are incredibly stupid and should not exist in Clash Royale. But while I don't think any change can make them good, I sure can try to make them better.
Change 1: level locking
So this is something I'm usually very against in Clash because of the grindy nature of this game, but for the purposes of today, I'm assuming my other updates already are in place.
So I think we should lock evos behind lvl 15. I already discussed making lvl 15 so much easier to get so I don't think that's a problem and other than that I just feel like having midlatter evos is so stupid. At the absolute very least lock it at lvl 11 goddammit
Change 2: Shards
Make shards buyable. And I don't mean with money. I honestly don't even give a shit if it's gems, gold, season tokens (well we already have that one but more shards for more tokens) we just need a better way of getting evos because at this point these is so stupid and crazy and a lot of times OP and we need a f2p way to get OP ones just so we aren't at a disadvantage bigger than the Goblin Queen's fat as-
So yeah that's evolutions. I don't want to do evos cuz again I hate that they're in Clash but it's a part of the game I can't ignore forever.
Okay but seriously what is the design for the Goblin Queen-
Making actually good updates to Clash Royale every day until Supercell fixes their stupid game
So this is my first ever attempt at an Evo so don't judge me
Day 32: Skeleton Spawner Evos
So when adding evos I'm going to group similar cards together just to make my life easier so yeah
Considering the skeleton Evo is already out, I would be easy to do skeleton spawning cards. Which is why I'm doing them!
Today will be Evo witch, graveyard, and tombstone
Evo 1: Witch
This one I think would actually change the most. It would have the same stats, and spawn the same amount of skeletons, but these skeletons are Evo, of course. Just like the regular skeletons Evo, each spawn of skeletons can summon a max of 8 skeletons. Notice how I said SPAWN of skeletons. This means every time the witch spawns skeletons, that set can spawn it's OWN 8 skeles. Along with this the witch itself gets a magic barrier that makes anything near it weaker. This actually helps it because high damage minitanks like Valkyrie are usually the way to go to counter this thing, but now it won't be as effective.
Evo 2: Graveyard
So this is literally each (Evo) skeleton can spawn 5 new (Evo) skeletons, so that's a short one.
Evo 3: Tombstone
So along with the same evo skeleton set (this time every pair of skeletons spawned is in a set of five max) I also decided to give tombstone the skeleton king treatment. Every time something dies, it will equate to one more Evo skeleton by the end of the tombstone's life. The Evo skeletons that pop out of the tombstone at the end are in a set of ten, but can go up to 20 if enough things die before the tombstone does. I could honestly see logbait getting so much worse from this
So ye those are my evos goombye