Hi, here will be my view of current Clan Wars status and ways to make it more attractive to a new players, and how to make even weak clans participate in CW.
Critics and minor proposals.
1) In CW you attack the "reference" bases, where even still not finished defenses work. At the same time the collectors and storages are empty. So the only weak of such bases is bad layout, nothing more. So for effective 3 stars attack you have to use your best army. When attacking TH10 you can loot 68k of each resources, and only 240 DE. This can be looted from almost every weak base in random, even without spending resources. Also, even player don't play, his inferno and X-Bows are not loaded, they will be permanently loaded in CW. So in CW all bases are max-defended. So my proposal - if the base is maximized from defence side, it must be maximized from the resources side. From the war point of view - this will be a local battle win bonus.
2) Donations. The troops you donate don't reflect your Exp, donation statistics, ets. The same time you need to donate your best if you want to win a war. So what is the deal? For the top players this is another way to loose resources. If to summorize it with need to attack top opposite players to get back some resources, the tops only loose resources. My proposal - add new gem achievement for troops donation in CW, and give exp for such donations.
Global promotions:
CW is promoted as a clan event, where a clan tactics should rule the game.
Well, the only clan tactics - attack opponent from the bottom, taking as many stars there, as possible. So at the most wars I've took part we presicted the war result according to the bottom players of the opposite clan. If we have 2 TH7, 10 TH8, 12 TH9 and 6 TH10, and opponent have only 2 TH8, and all others have TH 9 and 10 we can definitely say, that my clan will loose. TH7 can attack only TH8, or higher farming bases/ chance to get 3 stars is minimal. TH8 can attack TH9, but if you want to get 3 stars, you have to use Hogs (20+), so for one attack you have to spend
at least 1000 dark elixir, 100k of elixir. And even if you win the battle, the war results wouldn't give you any profit. For 2 attacks you spend 2 times more resources, and can get them back only in case of winning 2 battles, and only in case of entire war win. And even then you will loose some kind of resources. The onlyre source is farmed - gold. The same time the opposite clan can attack opened THs, spend 10 archers for each attack, and get 20% of "war win bonus", and after the war ends the loose side will earn more resources (in summary), then winners (Winners will get only more gold). Also with such approach the can attack the same "easy" bases, without a purpose to receive maximum stars. After that on middle levels you loose the interest to the Clan Wars, because the main idea of the wars I see now - farming, at in current realities it's much better in random.
So the purpose of my Global Proposal is to make all attacks to be more effective and add another interest to the clan wars, except farming.
For this I propose to add
Clan Capital (I know that such "name" is in the list of ruled out proposals, but the idea is absolutely different).
Clan Capital is a separate willage with absolutely specific buildings, that could be built and upgraded ONLY with using Clan War points.
- Clan War points - points, based on won starts while clan wars. If clan loose the war, they receive the same amount of stars, the've earned while war. In case of Clan win the war, then it will get X3 Clan War points from the earned stars. In case of draw, each clan get X2 from the earned stars.
- Clan Capital could be managed only by Clan Leader and Co-Leaders.
- All buildings will give different boost for all clan members, for example: "Reduce heroes regeneration time for 1-3-5-10%", "Reduce Spell creation time on x-y-z%", "Reduce building/upgrade time", "Increase drills production", etc.
- In case of clan loose the Clan War then Clan Capital become destroyed, and will be regenerated (by default I propose 2 days). Regeneration time could be reduced using special Clan Capital building. While Clan Capital is destroyed, boosts don't work, and become active only when regeneration time is finished. In case of Clan win war, Clan Capital continue working. In case of Draw Clan Capital will be destroyed for 50% against War Loose time.
Instead of Clan Capital just "Clan Abilities" could be implemented, with the same semantics.
With such approach even the wars, that clan can't win, will move them forward to perform their best attacks, because the future "activity" bonus could return their efforts.