Ideas for troops, heros to smooth the TH9/10 Inferno transition.
As we in our clan have watched the development of clash, begining with the DE update and progressing through the latest clan wars update, we are noticing two distinct "problems" if you will with troops/hero development, especially as it pertains to TH9/10 transition, warring and raiding. (Example: A built TH9 can be SMASHED by a SUPER PREMIE TH10, provided the later has lvl 6 troops/spelsls. The TH9 has NO RECOURSE as the premie TH 10 has OP DISCOS). The second problem is more intricate. Clan wars, in all it belated glory has really become HogWars/DragonWars depending on TH level(Sub Built TH10's). There is NO diversity, No planning, just Cook Hogs(dragons), spam, repeat.
As far as troop changes go, these are the ideas we have come up with over the last year. Feel free to flame :) we are not designers or engineers, just life long gamers.
1) Put VALK aside for next 5 mins(we'll get to her)
2) HEROS: Remove WITCH from DE troops, becomes TH10 HERO.(her abilities, graphics and imho "basic idea" of the WITCH as utilized here in clash is that of a HERO, not a DE troop.
3) Rework Valks as a REAL TIER 2 DE TROOP. (Idea: hero hunter troop, attack multiplier for heros, defense multiplier for defense against heros). Whatever abilities SC can come up with would be great!! It is obvious she has been ignored far too long!!
4) 2 More Tier ONE DE troops( to go with minions). We need more basic DE troops to produce en mass and use in attacks..(Some of our Ideas: (DE GOBLIN: Ranged DE troop with loot attack multiplier---SUICIDE BOMBER: DE "WALLBREAKER": Extreme Anti-defense/building Multiplier---Lastly, Some type of DE AIR TANK: DE "Dragon etc" BIG, SLOW, FLYING, HIGH HP..(Anti Disco)
5) WIZARDS: New ability, 1/5 chance to "reflect" lightning. Anti-tesla change.
6) Some type of infiltrator troop.(spy, bomber, etc) A troop that when dropped will Path to TH or CENTER point of map.
7) Wall "Enchantment".. Mechanism for defensive "spells". Allows player to "enchant" a group of walls to be "un-jumpable", slows jumper, damages jumper, etc..(Anti hog)
8) FLOOD SPELL. utilize that pretty water we have to flood a base!! Damaging slightly all buildings "susceptible to flood".. Walls or defenses, not both imho.
WORK IN PROGRESS: will add more post haste.