It was already very difficult to have successfull defense in high legend league (6000) with this update it's going to be a nightmare ....
hope the clouds will give us enough attacks to rush anyway
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It was already very difficult to have successfull defense in high legend league (6000) with this update it's going to be a nightmare ....
hope the clouds will give us enough attacks to rush anyway
Update Thoughts: Can't say since for some reason the update was dropped with an 18-hour timer before Clan Games begin...
I dunno how you can know how well the balancing is working after less than a days worth of attacking and defending. I have my own reservations about some of the stuff they tweaked, but I can't know without playing
Yes, many people are. You should maybe give it a week or two? I am a max TH 11 in legends. My TH is out. Xbows are empty, Infernos nearly so, heroes are sleeping, empty cc troops... how many 3 stars on me in 15 attacks? ZERO. And, th3 only reason there have been 2 star attacks 100% of the time is the exposed TH. These changes are going to help this game thrive again and are long over due. If you were above TH 7 or were in any league above crystal you would not blather on about defense being the best part, because it doesn’t exist. I can routinely 3 star max TH9 targets with my TH9 account. On my main high 2 star attack are expected and getting 3 happens occasionally. I can routinely hit down a TH level for easy 3 stars on either account. So unless you are farming sub 200 getting defenses in PvP is a lie. In war if you defend, as in not getting 3 starred, more than once as a TH9 you have a solid base or are facing weak attackers.
At TH10 and 11 the defensive bias has made the game so boring for so many for so long nearly all of us have TH9 accounts to run in war just to keep it interesting. Finally there is a change that MAY make war interesting again for those of us at the end game. These small changes will help to promote army diversity at max TH levels and may slightly increase the 3 star rates at TH10 and 11. These changes do not make defense irrelevant, far from it.
Lets be serious for a second. In Legends the only way you get a Defense is by a really sloppy attack, someone having wrong troops in cc, rushing attack without heroes or the like. The only way to move through legends as an attacker is to not lose attacks. Period. I know before I drop a troop that I am going to get a 2 star and am suprised rarelyby the solid base that holds me to a one star attack. Most of the defenses in high legends as anyone knows is by cheaters exchanging defenses for cups with clan mates.
It is true these changes may SLIGHTLY increase the rate of 3 star attacks, but your overall number of defenses is unlikely to change dramatically. I have 2 defenses this season and 122 attacks. For someone not trading defenses I think that is pretty typical during regular season. If you are in high legends as you suggest and are counting on cups from defenses you are delusional.
So far I love the update.
Of the 5 Christmas trees I have, the new one is just sad. It doesn't fit the theme. It has a weird blue glow to it. IDK I expected something better.
Has anyone talked about how this huge army buff also makes engineered bases even stronger? Roughly 5/10 previous wars were against engineered clans with several max th11 heroes but war weights usually around a th9/9.5. Combined with the inferno nerf idk what’s going to stop engineered clans from decimating opponents in war.
I was hoping that you wouldn’t completely nerf the infernos but I just cleared a max th11 with a 6 healer aq walk. 72 archers. 12 giants. Cc loons. And not even all of my spells. Please fix this...
A year and a half ago, I made this thread complaining about the strength of infernos: https://forum.supercell.com/showthre...e-I-m-about-to
I stand by what I said then. Granted, there have since been buffs to loons, hogs, and the heal spell, but I still think infernos were a bit too much in the context of TH10 also getting two more levels for cannons, archer and wizard towers. There were several things I suggested to right-size the strength of infernos:
-Reduce HP or damage by 25%
-Or, adjust to reducing heal by 50% rather than 100%
Instead of a modest change, the new update completely removes the feature that makes inferno towers... inferno towers! Simply put, this will make it too easy to 3-star a TH10. Mid-range TH10s are toast, and rushed TH11s will feast on properly developed bases.
However, I'm sure there is a happy medium that would create proper balance.
Option 1: Increase inferno damage by 50% (or more), and increase the speed at which the single-target inferno escalates. This would mean the inferno tower would still be far stronger than any other defense at TH10, but with healing still in effect it would not be OP.
Option 2: Inferno towers reduce the effect of healing by 50% (or more). When max TH10/11 defenses are hitting a unit, 50% healing will not be enough to save it. This would still mean a significant offensive buff from the way things were, just not monumentally so!
Option 3: Increase the range by 2-3 tiles. For single-target infernos, this would mean more ability to ramp up to max damage; for multi-target infernos, more of a chance to do the damage necessary to hurt smaller units. For example, if balloons path around multi infernos, a single heal spell probably wouldn't last long enough and the infernos would take them down.
Make no mistake: I think defense was too strong at TH10/TH11. But the inferno nerf goes too far, and the inferno tower will need some kind of buff ASAP to make up for it!
Surely you need t give it time and let the player base test it ?