![]() ![]() How can you question why players are quitting Clash Royale when the chances of getting a legendary, which may even be a sparky or lavahound, are so slim and literally every meta decks has a legendary/legendaries in it? As a free to play player, I cannot use bridge spam because I don't have bandit, night witch, or inferno dragon. Almost everyone playing this game has not spent even 100 dollars on this game. How can you have achievements like "Join a Clan" and "Watch a TV Royale Replay" and "Win 10 Friendly Battles" while having achievements like "Create and Finish 10 Tournaments" and "Win 1000 cards From Tournaments" and "Get 12 Wins In a Single Challenge?" ![]() The achievements are either too hard or too easy. In many of the special events, it's purely luck (triple elixir challenge anybody?) and sometimes it's not even your fault for losing (cannon cart). For the average player, paying 100 gems for a second chance is a lot. Special event costs are extremely overpriced. If Clash Royale had balance changes more often and didn't set them on a fixed schedule, the game would be improved greatly. Supercell didn't nerf them the next day and then give the elite barbs their proper stats once they reevaluated the card, but nerfed them 2 weeks later when the next balance change came. For example, when elite barbs were released, they were extremely op and everyone was using them. Instead of being sensible, supercell decided to completely ignore those cards or wait until weeks later to give them the proper balance change. Royal giant, elite barbs, sparky, dark prince, guards, tesla, night witch and many others are cards that obviously needed a buff or nerf when released. Supercell is extremely cautious and illogical when it comes to balance changes. Unfortunately, it's now up to players themselves to change the meta by creating new decks, which is what happened while supercell was on vacation. This causes the meta to change very slowly or not at all. It takes 2 weeks to get each new cards released. The prizes suck, the tournaments are overpriced, no one wants to waste 1 hour playing clash royale when you're not even guaranteed the suckish prize, and the average free to play player doesn't even have all tournament standard cards. With all this in mind, here are 10 reasons that I came up with about why Clash Royale isn't growing and how supercell is to blame.Įver since the new tournament system was released, players have been complaining about it but supercell failed to pay attention to this until recently now. They've continued to ignore cards that desperately need a buff or a nerf, are extremely cautious when it comes to balance changes, don't give the players what they want, and cater to players who spend hundreds and thousands and dollars on the game instead of focusing on the majority of players which are free to play or spend only 10 or 20 dollars on the game. The actual blame is supercell and how they manage this game. It's true that the meta is what really made the game really bad at times, but this has occurred far too much for the meta to just be blamed for. As someone who began playing this game a few months since it was released, I can assure you that Clash Royale sucked many times before. Clash Royale has been around for a year and a half, but it hasn't been growing much since. Some pros will say it's because of the meta, but if you look deeper, it's really more than the that. ![]()
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