With its new Warcraft Arclight Rumble, Blizzard directly confronts Supercell, and more precisely its flagship game, Clash Royale. The publisher wanted to go into the field of "auto battler" tower offense , but he obviously gave his game several assets to make a difference from the launch. Even if the Warcraft community will largely answer the call on the day of the deployment of WAR, the target playerbase is the same, whether for Clash Royale or for Warcraft Arclight Rumble. There will therefore be a real phenomenon of competition, and Blizzard will not be able to rest ONLY on the effect of novelty, as CR has regained the hair of the beast at the beginning of the year thanks to the strammers.
1. PVE as a launching pad
The first big advantage that Warcraft Arclight Rumble will be able to exhibit against CR is the presence of PVE, in addition to PVP. And we're not talking about a little bonus game mode here. No, the PVE is advertised by the developers as being the biggest part of the title upon release. The PVP would thus go into the background.
This double role for WAR allows it to open up to a larger playerbase . Those who are bothered by the sometimes toxic and frustrating side of 1v1 in PVP will therefore be able to take full advantage of a long-term campaign. To put it more simply; there will be something for everyone, and not just for the competitors.
2. Lots of lore to explore
Unlike Supercell's "Clash" series, Warcraft Arclight Rumble will be able to tell a real story. The campaign, announced as being very imposing, should plunge us into the heart of Azeroth and its many epic dungeons. The Warcraft lore is incredibly rich, and we should therefore focus a little on the units and heroes collected.
3. Synergies to tweak our brains
In Clash Royale, there are no rules that really govern deck building. The cards are not related to each other. This will not be the case in Warcraft Arclight Rumble, since the developers have announced synergies that will link certain leaders to troops. It will still be a priori possible to "override" the synergies available, and to put together a deck with no links between your troops, but this will probably not be optimal.
So, WAR might be a lot tougher than CR, when it comes to deckbuilding. It will be necessary to rely on its synergies, while creating a balanced deck. Similarly, the concept of " counters " promises to be even more advanced on WAR, since there is a triangle (flying troops-melee troops-ranged troops) which is based on the principle of Chicken-Fox-Viper.
So there could be a superior technicality on WAR. This is not an asset in itself, because it will displease some people, but it is nevertheless worth emphasizing.
4. A less frustrating ladder
Difficult cards to max, level and HP differences between players, very hard legendary hero cards to obtain... Clash Royale PVP is quite wild, in the sense that two players belonging to a similar elo do not always fight with arms equal. Sometimes your skill manages to compensate for your opponent's stronger cards. Sometimes not.
We must hope for a more "equitable" ladder on WAR. Moreover, the developers of the game Warcraft specified that in PVP, the levels of the units would be homogenized. The goal ? Eliminate the risk of pay to win and make duels based solely on skill . If Warcraft Arclight Rumble's player versus player manages to head in this direction without a perverse mechanism, it would shake the very foundations of tower offense on the phone.