Agree, if you're fighting the cc troops, they move put of the poison spell and it becomes ineffective since it's a damage over time spell...whatever
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This is coming from someone vastly invested in Max th11 only wars...
Could some one please tell me why ANYBODY in the War Community would request the timer to be brought back down to three minutes? It would be one thing if you returned to the old map, where troops wouldn't have to travel as far. But the MAP IS BIGGER THAN IT WAS at a 3 minute timer, never mind the extra 4 defenses you added and now additional hitpoints that are being added to defenses. No one in the War community in their right mind would request the timer to be dropped back to three minutes as you suggest making th11 that much harder.
Dropping the timer to three minutes and not adding troops or extra spells... as in more than 275 troops total and 11 spell spaces, will make th11 triples near impossible (i am someone who is currently capable of 2-4 max th11 triples a war). This nerfs queen walk which is nearly required to consistently triple. Its not like aq walk was that over powered anyways, it took finesse and alot of attention to get her to walk and path correctly, wbs targeting the incorrect wall (which you intentionally began doing as of the past update seeding wall breaker AI) is enough to ruin an entire queen walk as is. All ground bows also make a queen walk near impossible. Currently its the users choice how they want their base to defend, as it should be.
Originally I was someone who was skeptical about the additional time being added, thinking that it would be far too easy, but once th11 bases matured to fully maxed and base builders figured out what was best to defend at th11, the added time was NEEDED with the bigger map and full strength new defenses. I agree that it is not needed so much at th9 or below, maybe even at th10 but look at the original game that 3 minutes was created for; now look at the game we have today. An extra 25 walls, new defenses and 2 additional cannons and two archer towers. All of which were not around when three minutes was the time limit, oh and a smaller map (less distance for the same speed troops to travel).
I honestly dont care about witches what so ever, noob players spam the witches and agree that 18 witches and 12 earthquake spells should not triple a th11 base. But that didnt really work on max townhall 11s anyways. it works on th10s if your a th11 with level three witches. But look what a th10 does to a th9, are you telling me your balancing this too? The whole idea of the witch was that her skelletons would trigger traps to keep her safe. Yet you are going back now on the core principle that made a witch a witch. Be consistent.
I havnt always been the most accepting of changes that came in the updates (TIMER SPECIFICALLY; IF YOU DO ANYTHING KEEP THE 3:30 TIMER) but this has to be hands down THE WORST IDEA EVER THOUGHT UP BY SUPERCELL. Know your own game, you made many changes that required this change and in the end I applauded you for realizing a major issue and coming up with a needed change that went against a long running parameter. But to go back on it now?? This maybe the end of clash for me.
I'm not really impressed to be honest. I still find the motives extremely vague, especially behind the change back to 3 minutes and the skeletons no longer triggering traps.
http://memesvault.com/wp-content/upl...lm-Meme-04.png
Sheesh, please stop buffing defense and nerfing offense? It's fun to smash bases and get loot, not cower behind your defenses. Guess I'm not "playing as intended" ... lol.
Stationary troops moving away from poison is cool, as it will force more CC takedowns on the fly and make defensive CCs a factor again. The added functionality regarding builders' status is awesome. So is the undeployed troops offscreen indicator and earlier access to higher level goblins.
Increasing the Valks' attack speed will be a big help, but I am not sure why their health needs to be nerfed. They already die way too quickly considering the camp space they take up.
Xbows don't need buffing. A level 4 Xbow will whittle your heroes down fast if you aren't looking, and level 3 xbows aren't far behind. New defenses at each TH level are supposed to be game changers when defending against attacks by lower level THs, and we already have that between TH9 and TH8. Similarly, ITs and the EA are game changers at TH10 and TH11. Any buffing to or nerfs of these game changing defenses needs to be highly vetted and meticulously thought out. Increasing the damage done to golems by the EA threefold, for example, was a buff too far. You can suggest a surgical strike on the EA all you want, but in practice splitting your army and having fewer forces for your main push is a recipe for a 2-star result at best. Remember, you are also dealing with 2 ITs and 4 soon-to-be buffed xbows when attacking a TH11.
If anything, ITs need to be nerfed. My suggestion is that ITs block only a portion of any spells targeting troops under their gaze, with an increased percentage blocked at each IT level. Perhaps 55% at level 1, 65% at level 2 and 75% at 3. And hogs and healers need new maxed levels, preferably at TH10. Just saying.
Skellies not triggering bombs is ♥♥♥♥ and bad news for gohowiwi players. Adding witches to a GoHo attack is already an example of strategic gameplay.
Dropping the time back to 3 minutes is fine for TH9 but getting 3 stars on TH10 and above just got way more hard. Attacks against TH10 and TH11 bases should retain the extra 30 seconds.
Reduced spell times are always great but SC still hasn't gone far enough. At TH10 with a full compliment of 5 elixir spells, the boosted prep time is 25 minutes. Barely enough to get in 2 full attacks during a one-hour boost and still several minutes behind any troops you might be making, even with the heavier armies it takes to hit these bases with protected THs. It's not as if you can get anywhere with fast/cheap barch armies anymore.l, which leads me to question why haven't troop times been reduced? If I am willing to spend gems/money to enjoy an accelerated gaming experience, my full army including spells should be ready at shorter intervals, and the time offset between spells and troops should not be anywhere near as great as it is now or as proposed with this pending update.
The main problem with getting back to the 3 minutes is not even what you mentioned.
Against TH11 a player will try more than ever to delay the full scale attack to delay the trigger of the EA, trying to cleaning up as much as possible at first. This requires time, and removing those precious 30 seconds,is basically killing any good strategies against TH11.
And more in general the 30 more seconds allows more elaborated strategies, while removing them will push players towards the "just launch everything you got" strategy.
The main problem with getting back to the 3 minutes is not even what you mentioned.
Against TH11 a player will try more than ever to delay the full scale attack to delay the trigger of the EA, trying to cleaning up as much as possible at first. This requires time, and removing those precious 30 seconds,is basically killing any good strategies against TH11.
And more in general the 30 more seconds allows more elaborated strategies, while removing them will push players towards the "just launch everything you've got and hope for the best" strategy.
While your first statement is somewhat correct, the eagle is generally taken down on kill squad anyway and spamming everything you got will not work as the eagle will activate. The bigger issue is the narrowing of strategies. 3minutes will turn everything into a penta or a hog raid, which are extremely temperamental due to the horrible retargeting AI that hogs currently have.