

Stop the Donate in CR: Let's put an end to the destruction of F2P in the Clash Royale


Stop the Donate in CR: Let's put an end to the destruction of F2P in the Clash Royale
The Issue
Most players agree that the main problem with Clash Royale is the excessive number of microtransactions and in-game donations. This problem is familiar in many gaming industries, but with recent updates to Clash Royale, it's becoming more than just a problem; it's literally destroying the entire game and its community.
The fact is that today, regular players don't have the opportunity to level up their cards or their level through in-game activity and skill. The main reasons for this are the replacement of chest-based leveling with lucky drops, the removal of the seasonal store, and the imminent removal of joker cards and card books. Now I'd like to describe the problem in more detail and how to solve it.
Chests were an integral part of Clash Royale; it was hard to imagine the gameplay without them, as it was built on them.
Win > Receive chest > Set to open > Receive gold and leveling > Level up cards > Continue leveling.
They provided the most important thing in the game: card upgrades, without which it was impossible to reach a new arena. Sometimes you might not get what you wanted, but at least most of the drops from chests still provided card upgrades, especially experience, which could be used to level up.
And it was that old leveling system that leveled players in the game. Donations were expensive back then, and not everyone could afford a Royal Chest. It served as a bonus for the player and nothing more. The main point of the game remained skill and activity in the game.
But in recent updates, the developers removed chests from the game (as a way to level up, not completely) and explained this by citing long and wasteful wait times in the game. I can't disagree with this because it was truly inconvenient and impractical. Instead, to remove the wait time from chests and make them quickly obtained and opened, the developers removed them and replaced them with lucky drops.
One major drawback of the current lucky drop system is that they're not designed for Clash Royale. Maybe for Brawl Stars, but definitely not for Clash Royale. Because lucky drops (of any version) only drop ONE ITEM (either gold or a boost for ANY ONE RANDOM CARD, or cosmetics, etc.). The game features over 120 cards, requiring eight boosted cards in a deck and at least another 40 for other decks. Don't forget about the other cards in the game, which may also be needed if you play behind them. How can a lucky drop that drops ONE random, non-guaranteed item provide the necessary boost for a regular F2P player? The answer: It doesn't. No matter how much you spend in the game, your efforts don't pay off. No matter how high you climb in the arenas, you'll still get NOTHING, playing at level 11 in arena 18 and constantly losing, not because you're a noob, but because your opponents are level 15 after purchasing a Clash Pass. And they'll destroy you for three crowns without even trying, simply because they have the money.
The game has plunged into the "buy to win" trend, where skill no longer determines gaming and is replaced by a wallet. Where ordinary players have lost the chance to play their favorite game solely because the developers have limited them by introducing lucky drops and disabling the chance to compete with donors.
Just like the seasonal shop, it was a mainstay for players playing Two-on-Two and regular challenges. It motivated players to play with friends or simply new game modes and events, which then rewarded players with upgrades for Maps or beautiful banners with cosmetics.
Now this has been replaced by "frequent" challenges, which have completely lost their purpose as a "seasonal shop replacement" because they bring no happiness or benefit to players. Challenges can be very easily lost, even before reaching the halfway point, and then paying 100 gems for free attempts is a mockery of those who just wanted a simple banner or emoji. Looking at this, it's clear that in today's Clash Royale, you're met with only one button and a golden price tag at every turn.
This is Clash Royale's biggest problem today: it limits Free to Play players' ability to progress in the game through their activity and skill, just like those who donate a few hundred bucks. Players don't care how many microtransactions you add for backers, but at least don't take away our last remaining ways to upgrade cards that allow us to play this game. After all, Clash Royale is strategy, tactics, and fast-paced gaming. IT'S SKILL, NOT MICROTRANSACTION MOUNTAINS OF TRASH.
But while respecting the game and its creators, I would like, on behalf of those who disagree with your policy, to suggest ways to address this problem so that players of all financial backgrounds can feel free to enjoy the game and its gameplay, making it popular, and preventing the game from losing its core foundation in the form of regular players and didn't end up like "Squad Busters."
What our community suggests:
1. "Chest Return" - as a leveling feature for players, with a complete timer upon opening. Silver or early gold chests can be used in the pass to maintain balance, but the main thing is to get more than one item.
2. "Return of the Seasonal Shop" - as part of the integral gameplay of challenges and two-on-two due to their activities.
3. "Revisiting the idea of Lucky Drops in the game" - we believe Lucky Drops should be good bonuses in everything, but not the main game leveling feature.
4. Adding much more free content based on gameplay activity and skill.

173
The Issue
Most players agree that the main problem with Clash Royale is the excessive number of microtransactions and in-game donations. This problem is familiar in many gaming industries, but with recent updates to Clash Royale, it's becoming more than just a problem; it's literally destroying the entire game and its community.
The fact is that today, regular players don't have the opportunity to level up their cards or their level through in-game activity and skill. The main reasons for this are the replacement of chest-based leveling with lucky drops, the removal of the seasonal store, and the imminent removal of joker cards and card books. Now I'd like to describe the problem in more detail and how to solve it.
Chests were an integral part of Clash Royale; it was hard to imagine the gameplay without them, as it was built on them.
Win > Receive chest > Set to open > Receive gold and leveling > Level up cards > Continue leveling.
They provided the most important thing in the game: card upgrades, without which it was impossible to reach a new arena. Sometimes you might not get what you wanted, but at least most of the drops from chests still provided card upgrades, especially experience, which could be used to level up.
And it was that old leveling system that leveled players in the game. Donations were expensive back then, and not everyone could afford a Royal Chest. It served as a bonus for the player and nothing more. The main point of the game remained skill and activity in the game.
But in recent updates, the developers removed chests from the game (as a way to level up, not completely) and explained this by citing long and wasteful wait times in the game. I can't disagree with this because it was truly inconvenient and impractical. Instead, to remove the wait time from chests and make them quickly obtained and opened, the developers removed them and replaced them with lucky drops.
One major drawback of the current lucky drop system is that they're not designed for Clash Royale. Maybe for Brawl Stars, but definitely not for Clash Royale. Because lucky drops (of any version) only drop ONE ITEM (either gold or a boost for ANY ONE RANDOM CARD, or cosmetics, etc.). The game features over 120 cards, requiring eight boosted cards in a deck and at least another 40 for other decks. Don't forget about the other cards in the game, which may also be needed if you play behind them. How can a lucky drop that drops ONE random, non-guaranteed item provide the necessary boost for a regular F2P player? The answer: It doesn't. No matter how much you spend in the game, your efforts don't pay off. No matter how high you climb in the arenas, you'll still get NOTHING, playing at level 11 in arena 18 and constantly losing, not because you're a noob, but because your opponents are level 15 after purchasing a Clash Pass. And they'll destroy you for three crowns without even trying, simply because they have the money.
The game has plunged into the "buy to win" trend, where skill no longer determines gaming and is replaced by a wallet. Where ordinary players have lost the chance to play their favorite game solely because the developers have limited them by introducing lucky drops and disabling the chance to compete with donors.
Just like the seasonal shop, it was a mainstay for players playing Two-on-Two and regular challenges. It motivated players to play with friends or simply new game modes and events, which then rewarded players with upgrades for Maps or beautiful banners with cosmetics.
Now this has been replaced by "frequent" challenges, which have completely lost their purpose as a "seasonal shop replacement" because they bring no happiness or benefit to players. Challenges can be very easily lost, even before reaching the halfway point, and then paying 100 gems for free attempts is a mockery of those who just wanted a simple banner or emoji. Looking at this, it's clear that in today's Clash Royale, you're met with only one button and a golden price tag at every turn.
This is Clash Royale's biggest problem today: it limits Free to Play players' ability to progress in the game through their activity and skill, just like those who donate a few hundred bucks. Players don't care how many microtransactions you add for backers, but at least don't take away our last remaining ways to upgrade cards that allow us to play this game. After all, Clash Royale is strategy, tactics, and fast-paced gaming. IT'S SKILL, NOT MICROTRANSACTION MOUNTAINS OF TRASH.
But while respecting the game and its creators, I would like, on behalf of those who disagree with your policy, to suggest ways to address this problem so that players of all financial backgrounds can feel free to enjoy the game and its gameplay, making it popular, and preventing the game from losing its core foundation in the form of regular players and didn't end up like "Squad Busters."
What our community suggests:
1. "Chest Return" - as a leveling feature for players, with a complete timer upon opening. Silver or early gold chests can be used in the pass to maintain balance, but the main thing is to get more than one item.
2. "Return of the Seasonal Shop" - as part of the integral gameplay of challenges and two-on-two due to their activities.
3. "Revisiting the idea of Lucky Drops in the game" - we believe Lucky Drops should be good bonuses in everything, but not the main game leveling feature.
4. Adding much more free content based on gameplay activity and skill.

173
Supporter Voices
Petition Updates
Share this petition
Petition created on November 22, 2025