Why is Supercell killing defence?
It's pretty clear with a quick glance at the Top 200 players that the current game is heavily unbalanced - with attack totally dominant. The only way to become a top player is to focus on attack and you can pretty much ignore defence (most use i-mod-game to extend their shields so they minimise their defence).
Yet for some reason Supercell continue to strengthen attack and are further unbalancing the game. This causes numerous problems. First, anyone interested in the defence side of the game faces the pointless task of trying to defend against heavily overpowered attack. Pretty demotivating and the reason why many top defence players have quit the game. Second, top attack players have difficulty finding bases offering decent cups to attack, and sometimes can't even find a base. This is simply because defence players can't reach their cup range because attack is so overpowered.
So what has been Supercell's response? Take a look at the recent update.
- Added hero powers for the King and Queen - powers that greatly strengthen hero attack power but do nothing to address the problem heros face on defence (they are easily drawn and killed cheaply due to their high activation range and weakness against witches) => stronger attack, nothing for defence.
- A longer freeze spell which further reduces the power of infernos and critical middle defence buildings protecting your town hall => stronger attack, nothing for defence.
- Minion level 6 ... given no one smart uses minions for clan castle defence => stronger attack, nothing for defence.
The goal can't be for defence to be dominant. If there were no attacks, then there would be no game, so attack needs to remain stronger than defence. But defence needs to be sufficiently powerful so that the defence side of the game isn't near pointless. Their needs to be scope for top defensive players to rise to the top of the game (giving the top attack players bases to attack and also reducing their focus on avoiding defence at all costs ... like through using game mods and cheap shields). There also needs to be reward for all the effort farmers put into building their bases (while still keeping farming viable).
So my question for the forum community is why has Supercell killed off the defence side of the game?
Predator
Suggestions made throughout this post to address the issue for Supercell to implement...
Make defence at farming levels viable to reward those that have built better bases, while maintaining the viability of base farming:
1. Add a loot bonus for defence wins
2. Nurf the super strong defences, like infernos and maybe big heros, at lower cup levels. For example, nurf infernos at gold league and partly at crystal league.
Enable strong defensive players to go higher, without throwing off the defence/attack balance of the whole game through top bases being copied. Also, address the problem of players using sandbox attacks to work out and nullify bases without losing cups.
3. Create a game option to hide your base from view by players outside your clan (also counters the i-mod-game sandbox attack problem)
4. Add a feature where players can have multiple bases saved and can switch between their bases quickly
Strengthen the core weaknesses in current defence, whilst ensuring attack is still dominant.
5. Add more walls, say 50, at Th9 and Th10
6. Create options to narrow the hero activation range (high, medium and low range activation)
7. Add superbombs that do massive damage in a very narrow range, triggered by troops over 1000 hp
Add features to generally strengthen defence, taking care not to destroy the viability of farming or make defence dominant.
8. Hero abilities to activate on first blood, or at 50% damage level.
9. Increase the complexity of the defence AI - for example, option to have big bombs to lower damage across a wide range or more damage concentrated in a narrow range.
10. Add defence spells that activate when troops enter certain parts of the base - like a freeze or slow spell.
11. Telsa walls which are invisible until troops get close.
12. Xbows to target closest troop rather than lock onto a troop as a defence setting option.
13. Stronger defences - higher level cannons and/or archer towers, etc.
Improved gameplay
14. Add an option where a person can open their base for a single attack while they stay online, chat and watch their base be attacked.
Personally, I believe items 1-3 and 5-7 are needed (and #4 would be nice, and items 8-10 look fun provided the game balance still ok). And #14 would really improve the gaming experience.
DEAR SUPERCELL, could you add your views on the contents of the list above and the issue in general, please, and indicate rough timing on any changes you are considering, even bigger please :)
There is a lot Supercell could do to fix this...
There are lots of simple things SC could do to help ... albeit SC would need to do it gradually because you don't want to unbalance the game the other way either:
1. There is not enough walls to route attack troops effectively across the entire base. SC have added more and more buildings but no more walls - leaving the base designer increasingly hamstrung on how to route troops when defending. Another 50 walls would be handy (and even make Supercell lots of money)
2. Heros are killed too cheaply on defence and have become largely ineffective. Players route them to a corner then kill with a few barbs witches and wiz - mostly consuming just the barbs and skeletons. Literally u lose two max heros for the cost of 10 barbs, because the witches and wiz survive and go on to attack your base. This could be simply fixed with options to reduce the hero defence activation range to small or medium so they cant so easily be triggered and drawn out.
3. Then there are the heros and golems which there is little defence for given the strength of the current freeze spell. A superbomb or two that does 10k damage with a small radius would certainly even things up.
As for air defence - it's pretty much impossible to defend a drags perimeter attack - things like that are more complex ... but the suggestions above would certainly help a lot.
Superbombs >1000 hp to trigger
Why should raiding be the only important thing?
Quote:
Originally Posted by
chaddypatch
They get champ by good attacking. Most choose wisely, and bases they know that their particular army can definitely beat. This is why winning on defense is slim to none up there. Which is why no matter what, raiding will be the name of the game, so may as well get used to it!
We'll I got to and stay at champ purely through defence. But the top players don't even need to bother with defence. They use mods to extend their shields, cheap shield with mates, and basically ignore the defence side of the game.
Because attack is overpowered defence gets kinda pointless and there is a dearth of bases to attack at high cups. The game would be much more interesting with a better balance... let's just not say the game should be only about raiding ... raiding will be more fun if it requires skill rather than is really easy and you win pretty much every time as the top attackers do.
And why should the top player ranks only recognise the good attackers, and ignore the best defensive players in the game?
The problem finding bases to attack at high cups
Quote:
Originally Posted by
SimonY
Leaderboard players seem to complain about the lack of bases in their search so I highly doubt they'd be choosy about which base to attack, therefor the reason winning on defense is slim to none up there isn't because they choose the right base. It's actually because the offense in this game far outmatches the defense.
Yeah at high cups most players are riding shield, using game mods to stay online and cheap shielding - so bases are scarce and it can take ages to find a base to hit with decent cup gain. If defence was stronger there would be defence players at high cups - they often break shield - so it would solve this problem ... Albeit they would not be easy wins :) (if defence balance was fixed :)) the problem still exists with attack players finding base weaknesses with sandbox attacks but this is a simple fix for supercell - just need the ability to hide your base from view by players outside your clan as a game option.
No issues raised means no improvement
Quote:
Originally Posted by
chaddypatch
No matter what theres going to be complaints about what supercell does with the game.. Now, people complain its impossible to win on defense. If they beef up defenses, people will complain that defenses are too OP and its too hard to win on offense.. There will be complaints like this always, best you can do is to adapt to the changes that happen and play on. Either that or stop playing it.
I dont reckon the no change view of the game is gonna make the game better.
There are lots of ways to improve our game and putting up and debating suggestions is never a bad thing ... Just my opinion
I agree attack needs to maintain an advantage...
I agree attack needs to maintain an advantage... if attack doesn't have an advantage no one attacks and the game stops - not what anyone wants (although only because people would copy the best bases and that would be a problem).
There are two fixes for this... the ability to hide your base from view - so if someone designs an excellent base the whole of CoC doesn't copy it (this is a big problem for top defence players), and getting the attack versus defence mix right so that defence AND attack players are present in the leaderboards.
At present the Top 200 has 200 attack players and 0 defence players... the balance seems a little off ;o
You missed this i think...
Quote:
Originally Posted by
ThePekkaClasher
With a proplem there's always an anwser. I can't take you seriously if your just complaining. Tell me what you suppose would make it better?
Well to start... i already suggested this in a post above...
"There are lots of simple things SC could do to help ... albeit SC would need to do it gradually because you don't want to unbalance the game the other way either:
1. There is not enough walls to route attack troops effectively across the entire base. SC have added more and more buildings but no more walls - leaving the base designer increasingly hamstrung on how to route troops when defending. Another 50 walls would be handy (and even make Supercell lots of money)
2. Heros are killed too cheaply on defence and have become largely ineffective. Players route them to a corner then kill with a few barbs witches and wiz - mostly consuming just the barbs and skeletons. Literally u lose two max heros for the cost of 10 barbs, because the witches and wiz survive and go on to attack your base. This could be simply fixed with options to reduce the hero defence activation range to small or medium so they cant so easily be triggered and drawn out.
3. Then there are the heros and golems which there is little defence for given the strength of the current freeze spell. A superbomb or two that does 10k damage with a small radius would certainly even things up.
As for air defence - it's pretty much impossible to defend a drags perimeter attack - things like that are more complex ... but the suggestions above would certainly help a lot."
and someone also suggested making the superbomb only triggered by >1000hp troops.
Im also suggesting the ability to hide your base from view of players outside your clan as a game option.
Got more ideas but these things would be a great start
It's not just at the top...
Quote:
Originally Posted by
Crazyscorp
Like I keep saying its because defense doesn't scale with cups like it needs to.
Yes offence is over powered for the top 200 but for 99.9% of players who don't have maxed troops and heroes or are farming to build their base it is defense that is overpowered.
Try defending with TH9 - hogs will smash you... with a few lightenings on your scarce mortars and a jump spell so will witches provided you dont bunch them, ... and how you find TH9 goes against air attack? its not good.
This is a problem at all cup levels for cup players.
You are right in saying though that a balance needs to be maintained to make sure farming is viable... perhaps stronger archers, barbs and gobs with no increased cost to build em...
Note the things I'm suggesting mostly wont impact farming.
- Hiding your base from view as a game option... no impact
- Superbombs - no impact (unless you farm with big heros lol)
- More walls - yes would impact - depends on the TH level they were available... if TH 9 and TH10 probably ok.
- Narrower range to activate heros - yeah impacts farming but if your in the farming cup range you wont be facing big heros.
I agree that adding a lot more defence buildings might cause a problem for the farming game balance. Smarts need to be applied in picking what to change to get the balance right for attack vs defence from a cup standpoint while still ensuring farming is viable.
Defence requires no work?
Quote:
Originally Posted by
ShapelessHorr0r
You're implying that's a bad thing.
1. Attack is OP because attacking is fun. If defense, something that requires little to no work from the player, were to be even, then the game would get stagnant as offense would be too difficult.
Defence requires heaps of work - understanding the attack troop AIs, developing base defence strategies to defend against each troop type mix from all angles, putting all the different strategies together into a single base, tweaking the base to get it working, then adapting your base as attack strategies alter. A lot of players like this aspect of the game because its challenging and creative... but there comes a point where it is pointless because attack is too OP. I'm saying we've moved beyond that point
And the only reason I'm quoting the top 200 players is because they are the only stats that are available to non-supercell people ;p
Matchmaking queue problem
Quote:
Originally Posted by
daz258
Good question, I find it quite a concern. One of the primary frustrations of players in Champion leagues is an ability to find targets worth any cups.
The fact that defense is futile is a huge reason for it, no-one wants to get attacked as they lose a vast majority of the time - so pull whatever tactics they possibly can to stay out of the matchmaking queue as much as possible to mitigate getting attacked. Which snowballs the lack of targets problem.
Yeah great point... the reason attackers cheap shield and use game mods to max their shield - which causes the game match problem ... is because defence is unviable. Attack needs to remain dominant so that people continue to attack, but defence needs to be attractive enough that people don't avoid having to defend at all costs.
Loot bonus for defence wins
Quote:
Originally Posted by
daz258
While I don't think it would help champion leagues too much, I believe a league bonus for winning defense would be good for the game. The strong farmers hanging around Crystal to Masters would be more interested in defending properly if they could actually get a bit of loot out of it.
A loot bonus for winning defence, don't take this the wrong way, but I think I love you xxx
Game mod to sandbox attack bases
Quote:
Originally Posted by
KingKD
What mod is this? And I totally agree with this post
I think the forum screens out the mod when it is typed ... let's try... it's called i-m-o-d-game without the dashes :) It sux for defence because if you make a good base people can sandbox attack it until they find the base weakness... so it really reduces the power of good defence bases.
The fix is easy... supercell could add an option where you had the ability to hide your base from view by players outside your clan (please supercell) :)
Its about the balance between attack and defence, not that attack should dominate def
Quote:
Originally Posted by
Glaciesvir
I consider attacking to be the game. If defense was more powerful or rewarding people would just stay offline to reap the benefits.
You've missed the whole point of this post.
I'm not questioning that attack should be dominant, I'm saying it should not be SOOO dominant that defence becomes as pointless as it is today.
Attack needs to be stronger than defence otherwise no one will attack. But today attack is so dominant that people at high cups are having problems finding bases to attack because no one wants to defend.
Moreover, defence is a fun and challenging part of the game - but presently its virtually pointless because attack is SOOO dominant.
Supercell needs to get a better balance... one where there are both highly skilled attackers and defenders in the Top 200, and one where farmers who spend so much time building their bases get a reward for a better base rather than having it routinely smashed by overpowered attack.
And from the post we've made some simple suggestions for Supercell to implement...
1. Add more walls
2. Create options to narrow the hero activation range (high, medium and low range activation)
3. Add superbombs that do massive damage in a very narrow range, triggered by troops over 1000 hp
4. Create a game option to hide your base from view by players outside your clan (to counter the i-mod-game ♥♥♥♥)
5. Add a loot bonus for defence wins