Potential idea to combat clouds in high level leagues and other issues.
Turn the Village Guard into a defensive hero.
How it would work
Essentially, when the player has a village guard, he or she would be vulnerable to attack just as if he or she would not have a shield. However, if he or she would be under a village guard, there would be a glowing aura around the town hall signifying the fact that a village guard is under effect. If the attacker decides to proceed with an attack, the village guard would emerge from the clan castle and act as a normal defensive hero with unlimited range.
The Village Guard as a hero
The village guard would be unlike any other hero. He would be massively overpowered, able to move very quickly, and possibly ranged as well. Poison spells would not work on him, and earthquake spells would do 10% damage of normal. His ability would be able to trigger any troops in your army camp to fight for you much like a defensive clan castle (at no cost to you, no loss of troops, etc) and would activate after 5 troop space placement of the attacker. He would also be able to intercept lightning spells; however, they would still do damage.
Can the guard be upgraded?
Personally, I am still pondering this. Two options have circled my mind:
- Upgrade the hero normally using resources. This could cure any potential gold/elixir/dark elixir excesses in particular town hall levels as well as giving all town hall levels capable of making it to gold something to shoot for. The drawback is that I have not figured out how SC would calculate when to cap upgrades, what to do if someone drops to silver, etc etc etc. Also, a hardcore gemmer that has a TH6 mini that made it to Gold III could have an overpowered village guard under this system.
- Base the village guard according to league. This eliminates the aforementioned overpowering problem; however, a TH10 in gold III may be able to actually defeat the village guard due to high powered troops and then proceed to smash a TH8, defeating the purpose of the guard entirely. Clash players are very innovative.
Pros
- A solution to the clouds in high level leagues. While bases will be significantly tougher, you will at least be able to attack something. It seems like a lot of players in high leagues just want to play, and this gives them that option without removing the guard completely.
- For supercell, this could be a great revenue generator. Buy a guard, possibly upgrade him, watch him slaughter the opposition.
- Could lead to some great defensive wins. Some novice attackers may think the guard is no big deal and nothing more than an overblown barbarian king, then, all of a sudden, 24 trophies for you.
Cons
- Could end up being a system that weighs heavily in the favor of gemmers, making the game virtually unplayable for the casual clasher.
- Depending on the system implemented, could result in rampant league dropping.
- Will take time to balance, causing issues in multiplayer until such issues are worked out.