Some troop changes needed: Bowler, Witch, Wallbreaker
I played this game for over two years now, and have seen things come and go. Right now, in my opinion, there are three troops that need tweaking before anything else happens. Will leave new update stuff out of this (although I think clone spell should take 3 space not 4), since I haven't had much time to test or max stuff, just gemmed one barracks to get an idea of what the troops do. Ok, back to the point:
Bowler:
the bowler was buffed pretty strongly in this last update, and I personally am loving him (used to hate, and made a massive thread about dmg changes). This last update more or less applied these damage changes to the bowler. 5-8 of these little guys will replace a queen for a walk pretty well, just can't deal with heroes or cc... at all really. Bowler has a good balance of damage and utility for housing space, probably having one of the highest utilities/all around usefulness in the game, such as speedy funnel creation (in a walk, pretty much 2-3x as fast as queen) and are godlike when shooting out from the inside of a gutted core. They need two (three) things IMO and they will be just right: they should allow for a positional adjustment of about 2.0 tiles to make it so their back bounce can hit a building. I have used them before and had them aim at a cannon to take down an air defense, and then the air defense survives, and needs one more shot to take out, but proceeds to kill all the bowlers' healers. They can hit this shot naturally, as most do, but some stray and cause it to not work. I if they lined up this shot, it wouldn't be OP, but would make them much more reliable in terms of walking. This is less of a problem for me (can direct the valk at will usually, so this guy wasn't too hard), but he seems to just do whatever he feels like. Second, make his pathing a little more clear, and, maybe draw him towards other bowlers naturally if he is close to them when looking for a new target(he might target a building a tile further away if the majority of bowlers go there). This will make them a lot easier to control (they are probably the most random troop in the game, even with good directing and patience) , or at least they will stick together better. Lastly (maybe), increase his range slightly: to one tile less than the queen's range. The bowler has an extremely small range, and that can stop him from hitting a building two spaces behind a wall. I am a bit torn about this one, as setting buildings back might work as an anti-bowler measure if needed, just like placing light buildings in front of important ones so bowlers don't take the back one. That was all I had here.
Witches: since their nerf (a little while after the release of th11), they have been useless. before, at least they could trigger traps, and would be able to survive a bit better without a tank. They have insanely low damage, and now have lost their utility to go with it. Their only usefulness is really just distracting point defenses now in my opinion. I had a few ideas for witches: increase the damage, allow for pretty much continuous skeleton spawning, and triggering of all traps other than giant bombs. OK: first... Witches need a damage increase (too defensive didn't work, as shown with th11 mass witch and when they were first introduced) of probably abut 50% between her and skeles. Second, they need to produce skeletons near continuously (can happen simultaneously with little bolt attack). This will allow for a witch to, in theory, destroy a lone cannon single handedly. However, witches would be weak against mortars(huge numbers), archer towers(one or maybe two), infernos (any and all), and wizard towers(medium numbers), and to giant bombs (any number). If witches produce skeletons continuously, they will be able to overrun cannons, and in medium groups, mortars, archer towers, and teslas. At full swarm, will get roasted by gbs, infernos, and wizard towers (mortars will also help more against large groups, as delayed shot is a bit more likely to land on witches themselves). Summoned skeles should trigger all traps except GBs (to keep them as a counter at th9 and below). witches will get killed by gbs, but skeles take out all other traps, small, but watching witches fly to spring traps gets a bit annoying.
WB: his AI gets weird at times, even though the age of wall spikes is gone (and thank SuperCell for that!), they still get weird. I get that they target the closest building, but I think they should target the closest wall that is part of a complete surrounding of an area (if there is a closed box around an archer tower, wb will break it). My wbs often get eaten by wizard towers, even though I deploy them in a way that would seem to make them hit the wall in a place other than right where the tower is shooting but they go further to get shot with magical bolts. I think they should target closest wall that encloses a non-destroys building, but outside of 10 tiles range, will go for closest wall of an enclosed area (doesn't need to have building inside), and will avoid segmented wall structures that enclose nothing (unless they are all that is left :P). Nuff said, he can be controlled more easily/not go out of his way to get right next to that splash damage defense (this is really only because of wizard towers, rarely mortars).