For those of you who have not watched CWA's new video, here is the link: https://www.youtube.com/watch?v=Juo8FxebRdc&t=0s. In it, he basically explains why, in his opinion, the game is becoming "stale", and proceeds to propose some ideas to make it more interesting.
I personally agree with his ideas, but I also feel that much more can be done to make the game more interesting. So I am going to propose below several RADICAL ideas. Yes, you have been warned! It's not the usual "use upgrading heroes", "fix clouds in Legend" etc. These will be proposals out of the box, aiming to bring CoC back in touch with its roots again, and make it again a wonderful game. So, let's start:
a) If we can build two armies, let's actually make use of all the extra troops. Yes, now in TH10 I can train a total of 480 troop space and 22 spell space, yet the second half of each is just there ready to be donated away or ready to be used after the first half has been already used in a raid. But why not be able to use it all? So, when I go for my farming raid, I should have all 480 troops and 22 spells at my disposal, although I should be able to only deploy 240 and 11 of those, respectively, whichever I choose, and no more. Raids would become much more interesting if we had a wider pool of troops to choose from!
b) Let's remove all TH level restrictions that currently apply in matchmaking. To appreciate how absurd the current system is, consider two facts: a) as a TH10, for example, raiding a TH6 would be a really bad idea, because a loot multiplier of 5% would apply, meaning that only a tiny bit of resources could possibly be stolen. Of course this is all academic, as b) the probability that a TH10 will be matched to a TH6 for a raid is virtually 0. So, what is the need of the multiplier in the first place? My recommendation is to allow free matchmaking based on trophies, ignoring TH levels. And yes, I foresee an uproar here by lower level bases, genuinely concerned they will fall prey to higher levels, but there is no cause for concern. Firstly, they will reap the benefits of this change themselves, once they level up. Secondly, after they get 3-starred by a much higher level base, they will get 16 hours of shield, during which they can raid multiple times and make much more than what they lost. So there is no harm.
c) Award shield using the current criteria, but also according to lost loot. For example, imagine my shield/guard ends and I need to take a defense, and imagine that I get hit by several failed attacks, all under 30%: I currently get a guard (or a shield?) according to the "mercy rule" or whatever it is called, but there is no limit to the loot I can lose. So let's bring in a new rule that will say that, for TH10, for example, a shield will be awarded once I have lost more than 1500DE or 300K elixir or 300K gold cumulatively since my last guard ended. So now I can sleep in peace knowing that, even if I get hit by multiple failed attacks that will give me no shield, I can only lose so much loot before I get a shield.
d) Once c) gets implemented, remove special cases regarding lightning. Yes, bring back the old DE zapping! Why not? Where is the harm? Sure, I expect I will be getting zapped all the time, but, once I lose more than 1500DE, as mentioned above, I will get my shield! The problem with lighting and earthquake not damaging storages is that there are side effects in war. This is what happened to me a while ago during a war: I had almost 3-starred a base, when my last troops died to a giant bomb with only one last building left, which was already severely damaged. Fortunately, I had an earthquake with me (some people take two poisons with them, I take a poison and an earthquake as an emergency, mostly to use on a TH that may be standing with a sliver of health): so I dropped my earthquake, but alas the building was a storage ---> 99% 2 star. Yes, this is not what the developers had in mind.
e) Eagle artillery does 3x damage to golems, but not other troops or even other tanks (like giants or lava hound). So, remove this multiplier, but change the mechanics of the artillery: let it now target the highest concentration of DPS rather than hitpoints. So, it should not target the golem, but the clumped bowlers or wizards behind it. Now, this would make gameplay interesting!
So, CoC is an old game and some aspects of the gameplay are seriously convoluted due to legacy, as well as successive interventions. This is my recommendation: simplify, simplify, simplify! Remove useless restrictions and special cases and make gameplay engaging again!

