Rush Royale will be turning four years old very soon! We are waiting for all of you so we can celebrate this day together – and hand out a mountain of gifts to our beloved players!
Time is flowing, everything is changing... Mages, for example, are doing internal rearrangements in their towers and moving bookshelves around when they are bored and in desire of something new. The Dragons, on the other hand, always play big – they just turn their dimension upside down. Now, for instance, they created even more shard worlds, altered their habits and gained a taste for gold!
Those who already had a chance of getting inside the dimensional rift had this to say:
The Dragon Rift is now intended for solo playing. The number of waves has become smaller, and depends on the difficulty of the area where you are playing. You may advance across areas faster, and gradually catch up with the primary bosses – Dragons! They also became much more inventive, you will have to come up with your own unique strategy to defeat each of them.
The main reward of the event will be gold... a lot of gold! This way, you now have an additional source of this resource, which you can use twice a month.
The progress of exploring worlds will be saved from event to event.
Starting with Version 26.0, we have been working on changes to the game's economic model. During this process, we took our time to analyze the changes already made – and the need for adjustments.
All changes, without exception, are aimed at providing optimal speed of leveling up the players' decks. At the same time, the absence of the Book of Secrets should not affect this process, and the room for growth should remain.
As a result of monitoring statistics and evaluating the changes, we came to the conclusion that we have almost reached our goal. However, one last obstacle remains: the Magic Orbs. In 26.0, we underestimated the benefits that universal currencies bring, so you could feel a slump in how often Legendary cards were upgraded. In Versions 26.1 - 26.2, the Magic Orbs were brought back to the game, and we have received more information.
Let's move on to the changes:
Seasonal Shop and Magic Lab
Legendary cards and Magic Orbs
Season Pass and Ranking
With the return of the Magic Lab and the revision of the requirements ratio, seasonal rewards and ranking rewards have also been changed. The primary goal of these changes is to balance the speed of obtaining key resources for leveling up Legendary cards:
Rewards for daily quests
Regular events
* The changes described above will not affect the event that will be running at the time of the update release. You will be able to evaluate them when launching future regular events.
Other
UNITS
Genie
Talent: Magic Sultan
Why?
The Gunslinger has made it a lot easier to build the field for the Genie, which led to the increased number of charges accumulated in battle – which, in turn, affected this unit’s balancing. The change to the logic of Sultans appearing is intended to amend the errors which led to the possibility of more than 2 Sultans appearing on the field.
Witch
Why?
At the moment, the Witch is the strongest unit of this particular specialization. At full upgrade level, she can completely block damage from units she has afflicted with her effect, which can lead to near-instant defeat. This change is aimed at weakening the witch’s fatal influence against units that have fallen under her spell.
Frost
Talent: Icy Breath
Why?
This change is aimed at reducing the negative effect of fully blocking mana from being received, which would make playing against aggressive decks less of a pain.
Crystalmancer
Talent: Crystal Arcanist
Why?
The peak armor destruction by the Crystalmancer with the Crystal Arcanist talent exceed the peak armor destruction value of the Trapper! Even though the Crystalmancer takes more time to inflict the maximum level of armor destruction, during the Death Wave, monsters survive long enough for the Crystalmancer to feel more confident than the legendary support unit. For this reason, the peak armor destruction from this talent was reduced, while the damage dealt is, conversely, increased. This prevents the Crystalmancer from becoming too weak in the decks where he is the primary damage dealing unit.
Bruiser
Talent: Awakening Rage
Why?
The Awakening Rage talent is more difficult to employ than the Furious Brotherhood. That said, the Furious Brotherhood is slightly ahead of the Awakening Rage in effectiveness as well, so these changes are intended to resolve this little bit of inequity.
Blade Dancer
Talent: Floral Frenzy
Talent: Blooming Dash
Why?
The changes are justified by the fact that the Blade Dancer with the Floral Frenzy talent does not deal enough damage against multiple targets to unlock her potential – she cannot switch targets fast enough to deal damage effectively. But the Blooming Dash talent has shown itself to be more effective than we had anticipated in decks with the Gunslinger, and that has strongly affected the balancing of this talent.
Sentry
Talent: Change of Guard
Why?
The Change of Guard talent was initially balanced towards players with low upgrade levels. Talent bonuses were strong enough, since players could not possibly gain too many charges from setting Sentries onto Guard Post tiles in the absence of support units similar to the Gunslinger. Now, though, the Gunslinger exists, so this situation has changed, and the Sentry is now much stronger than initially planned.