The best part of this update is the gem box, oh wait..........
jk great update bk rage is kinda neat
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The best part of this update is the gem box, oh wait..........
jk great update bk rage is kinda neat
Did this update change how cups are created? Look at this attack from today: I received 13 cups; defender lost 12. We are both in Master. I thought this only happens below 1000 cups - attacker receives a few more cups than defender loses...that is how cups are added to the game and gradually "trickle up." But, cups being created at 2800? Is this new with the last update?
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Hi I'm new to the forums but I am a seasoned clasher and a huge clash lover. For how highly anticipated this update was, it is disappointing how lack luster the content is.
Let me start by saying that the hero abilities are pretty sweet, a solid idea, and a solid start. However that's kinda where things fall off. Might I suggest that the hero ability auras should effect all troops within range, I mean who rolls with enough barbs to make a difference in that regard? And for how short the aura lasts it doesn't seem like it would be a big deal.
I don't understand the pricing for Minions lvl 6, I get that they're max level troops, but 100,000 de for the tiny stat improvement!? Where's the logic behind that..(reminds me of how mindless the clan castle upgrade costs are..1.8 mil for lvl 4....7 mil for lvl 5!?).
My next beef lies with the cost increase of my beloved hogs, and while I'm happy that SC chose not to nerf their DPS the change has been crippling to my army. Hog riders are my favorite troop and I love hog farming, I roll with 20 hogs, currently lvl 4 which used to cost me 900de, now with the upgrade 20 hogs lvl 4 is around 1100 de. Not to mention that I'm 5 days from maxed hogs which will cost me 1300 de every 20 hogs..the margin of increase has made it difficult to break even. Honestly I don't understand why SC would do this, hogs are good but inferno towers and clan troops/heroes can absolutely paralyze hog farmers. FIX MY HOGS!
My final dispute with SC is in regard to premature TH10s and the overwhelming power of inferno towers. It seems as though the game is being catered to players willing to blow loads of gems on speeding up buildings and most often maxing out their TH in order to access the clearly over powered inferno towers. This creates two problems. The first problem is that the game is becoming overgrown with premature TH10s, bases myself and many other high lever players would easily put to shame had they not prematurely reached the highest level for inferno towers. I can't count how many times I have come across a TH10 that had all gold walls, with low level towers such as level 2 wizard tower, but still had the inferno towers which almost always insure my defeat. The second thing that this does is it bores premature players. Players end up maxing TH, getting infernos and then get bored when it takes forever to upgrade everything else, leaving us with inactive bases to raid that still host nearly invincible inferno towers, yet lack the desirable loot. Don't get me wrong though, I love raiding inactive players, but premature THs almost never yield the desirable loot necessary to be willing to take on the threatening ability of the inferno towers. My request is simple, first NERF THE INFERNO ALREADY! Especially the charge up. It is making prematurity too appealing. Maybe consider a loot penalty for players with obvious prematurity, I'm not quite sure how things would resolve but I am sure there is a way to fix this issue.
Thanks for listening- Isaac
TH9-Snicker Fortres
Few bugs:
- Player list is not displaying the leagues of the players
- Queen cloak stays on even after time out, just a cosmetic issue, she is vulnerable even she's transparent
- Gem Box, enough said
Now about the new abilities, heroes are now completely OP, they were already but losing a raid now with L40 heroes takes a huge amount of noobness, fire the tester, he's an orang utan in bronze league.
Level 6 minions were a cash upgrade, AT level 12 still one shoot them, useless upgrade, yw for the gems.
Freeze spell... 1 second for 8 million, because yolo, also a cash upgrade, yw for the gems.
Elder nerf, I don't care, how about another new title, like Santa, or Cross Dresser
26 attacks this season, from 200, good job guys, my walls in Snake Sauce are looking a lot better.
Gem box still disabled? It's been 2 days since the disable notice.
My thoughts on some of the updates.
-More gems from obstacles. GREAT!
-Co-leaders? Not sure about this one as it seems like you just demoted elders. I'm not sure I understand the reason.
-Hero powers? My queen has been upgrading so I haven't used her yet, but I like what the king does!
Here is one I don't get. If I remember correctly, this is now the third time you've tweaked the hogriders. Every time you have either decreased their ability or increased the cost. Why? The dark elixir (DE) cost increase is too much. I usually use 10 five star riders in a battle which use to cost me 500 DE. Now they cost 650. I am at Town Hall level nine with roughly 2000 trophies. It seems like it takes forever for me to find someone I think I can beat and recuperate my cost in DE. I am in crystal III and only get 50 DE for a win bonus.
PLEASE reconsider the cost increase for the hogriders.
Also, I have kept my word and have not spent another DIME on this game until the Wall Breaker AI is fixed. Your last update on that was horrible. It would be nice if we could select the wall we want to break and then click on the wall breaker to attack it. If they are going to target buildings behind walls, then don't call them wall breakers. Call them "building seekers" or something more accurate to how they function.
- Level 12 collectors
- Clan wars
- Co-leader rank
- New quests
- Loot bonus reworking (increasing/adding a defensive bonus)
- New Goblin missions
- New DE Troop
- Troop AI fixes (PEKKA, Healer, *Valkyrie was somewhat helped)
- Inferno Tower change
- New Achievements
These are the ten most requested Forum posts that I had seen leading up to the new update. I tried to order them by how desired they seemed to be. SC got one of them right, in my opinion the easiest one by far, but none the less, they did it. The other nine were left to wrought.
The Hero abilities are interesting, and the Level six minions, while they are being highly criticized, are a nice shade of purple. However 90% of the content that was actually commonly requested wasn't even acknowledged.
I have taken several days to write this to calm down, and be sure to fully evaluate the new features, and upon reflection, this update was weak.
If you want your fan base to truly "ooh" and "aww", or more importantly play longer and recruit their friends, give us an update that we ask for. Nothing fancy, just read the Request section, and skim the General section, and send your Cells to work on that. Then we will be happy.
Chris
Co-Leader
Disappointed, minion ug crazy expensive for what ur getting
everything other than hero's felt l. Just a quick code change update,
no new units buildings or th lvl.
The games just flooded now with high lvl th10 bases, raiding has gotten so hard higher up, really was hoping for a new game dynamic to try and save the game for us higher ups but sadly nothing interesting..