League Seasons - duration
No 5 . will be interesting. Cannot wait to see how it works !
So when does a League season start and end ?
Okay - I have made my mind up. The bonus sucks.
I am not going to chase trophies for such a rubbish bonus. Even at Crystal I my average search costs are not covered. Sorry, I think this is a fail if indeed it was intended to get more established players higher in trophy rank. I will not bother and I doubt anyone in my clan will either...
Let's wait for the next update, maybe they will address the loot issue then...
Ok. I have made my mind up.
I love it since its free.
Can't but agree with what everyone is saying
Achievements as so unrealistic, so are leagues. Both are meaningless.
Town hall outside strategy change?
One thing I haven't seen discussed.. often times I ignore an exposed town hall just because it isn't "worth it".. Now, depending on your trophy level, you should get a few thousand extra resources for hitting that town hall. two questions:
1) Will it make it more likely for you to take the easy town hall win?
2) Will a higher percentage of players attack your exposed town hall? - giving even more free shields/less chance of raids?
to increase competition, s/b able to attack anyone in league with more trophies
to increase competition, s/b able to attack anyone in league with more trophies.
Also the winner should take over that person's position in the league.
Instead of a round robin, like baseball, the competitive environment is more akin to march madness bracket.
You have to change the dynamic!.... GOLD ELIXIR
In other words, from what people are saying, this whole thing is predicated on the idea that *maybe* people will accept poorer raiding returns for the hope of getting high enough to get (or get more) dark elixir.... and *maybe* there will be a certain "spreading out" of trophy positions as a result?
This seems a slim hope.
I mean, the *dynamic* of the game (and the rationale behind farming) isn't really changed by the implementation of leagues. When you think about it, leagues really offer nothing new, gameplay/motivation-wise. So why should people's behavior be expected change?
Okay, maybe a few people, already farming near 2200 (or whatever the equivalent of that becomes, if there's a bit of 'trophy inflation' - a big if) will go up a bit higher for those results, but beyond that... no, I don't see the vast majority of players having any incentive to change their "trophy level" as a result of this.
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BUT.....
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That bit about dark elixir raises an interesting point. People might go for higher tropies if they got a reward. Obviously the quantity of elixir & gold offered is negligible - doesn't offest the losses from raiding at a higher level. That won't have any effect.
But, arguably, dark goo would be different because it's tougher to come by through regular raiding. So perhaps some people would try to get it through working up to a higher league, sacrificing gold & goo winnings in the hope of that higher reward.
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SO.....
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Why not take that insight to its logical conclusion:
Provide a reward which can ONLY be gotten through league standing.
To wit:
Implement a new kind of elixir - golden elixir.
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Golden Elixir can be acquired only from the league-based rewards after a successful attack. Every league (or perhaps every league after the first one or two) gives golden elixir as a reward, but only a very little bit at the lower levels, significantly more at higher levels.
Golden elixir isn't stored in a building and cannot be stolen. It's kept in secure vaults under the TH, where a player safely keeps it until it's spent.
Golden elixir buys unique battle-enhancing buffs and spells - the sorts of buffs and spells that can allow a player to attack higher-level towns and hope for a somewhat better chance of success.
These buffs and/or spells can *only* be bought with gold elixir. They also have no production wait time - they are immediately available as soon as they're purchased.
Buffs and spells would be deployed during battle, and would include things like:
* 10% extra HP for every unit in the army in the current attack [cost could be scaled to current # of units]
* 10% extra speed for every unit in the army in the current attack [ditto]
* A "fog bank" - a circle placed anywhere on the enemy town, from within which towers couldn't see or target flying units. (To be fair, flying units couldn't travel into the fog either.)
* 50% extra damage to walls done by all non-wall-breaker units
* All enemy CC troops have their HP cut in half.
* For the next 10 seconds, all attacking WBs are immune to damage from enemy towers and units.
* For the next 10 seconds, all enemy walls become immaterial, allowing all units to pass through them.
And so forth.
I.e. things to buff up the attackers, weaken or distract the defenders, or tweak the tactical layout/situation in favor of the attacking forces.
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NOW there would be a reason to get into a higher league - to get this gold elixir faster. And it would be self-sustaining - winning more gold elixir would allow more successful attacks would allow higher trophy count would allow even more elixir winning.
This, I think, would really spread out the trophy distribution - and, more importantly, would give players an incentive and a means to attack towns of equal or greater strength, rather than constantly farming weaker towns.
It would also, I expect (though I'm guessing), make things *much* more interesting for the ultra-high level players, where epic battles, using a whole lot of gold elixir, might be successfully waged against even the strongest TH9 towns.
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Whaddya all think?