5 lightening spells to get 1300 de! that is crazy! what a waste of elixir!
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I call cow manure on this one.
I spend most of my time in Crystal 3. I went on a near 400,000 Dark Elixir binge and in that time, I got zapped MAYBE 6 times. Of those 6 times, only TWICE was I taken for anything worth mentioning. Of those twice, It wasn't even that much. I was making 10-15k each day minimum. The most they took was 1500. One that tool 800 I revenged for 1800.
I have my TH exposed, so I get sniped 19 times out of 20. I never had a problem in Crystal 3.
I agree that this is another problem that needs to be addressed. I'm guilty of zapping but I don't believe it needs to permanently be just another "part of the game". See below for how I can address your solutions.
1) Faster methods for DE gain.
---**Doesn't address the problem**
2) More than 1 DE storage
---**I like this idea a little better, as you couldn't throw all lightning in one area would change base designs a bit as well. I like it**
3) Make DE storage stronger
---**HP is already stupid high on DE storage, I disagree on this one**
4) Different drain ratios for DE storage
---**I like this idea, but I would modify your example a bit ~SEE BELOW~**
5) Spell drop procures shield
---**Definitely disagree. Already a problem giving higher levels shields with no trophy loss.**
My solution:
I liked where you were going with number 4, however I want to tweak that idea a bit. Have all the storage's (not just DE) have loot taken based off of how much is in the container. For example, if I have 20K DE in my storage that can contain up to 80K DE (lvl 4 storage), if someone were to attack that structure, they would have to destroy 3/4 of the structure before they could tap into the DE that it provides (20K/80K = 1/4 of DE storage). I would like this theory to apply to Gold and Elixer storages as well, but as compensation, make %30 of the storages lootable, that would decrease the effectiveness of zapping and increase the amount of loot that can be stolen from other bases. Let me know of your feedback.
Lightning spells as well as troop damage, take loot from storages appropriate to the amount of damage dealt to the storage. that is how it is and always will be. I believe that Mustang's theory would destroy farming because then any BArch raiding would be killed due to splash before you could hit for 1/2 damage to storages. Of course mass damage would make short work of any storages, but tier 1 troops are all still vulnerable to high level Wizard towers.
Bold changes have been made to the game (The Barb King update especially), but my solution is more of a no-risk-no-reward kinda thing. Barching is popular now because it's the cheapest way to get some resources. Changing storage rewards wouldn't completely ruin barching, as I wouldn't want this change to apply to drills/mines/collectors, but it would make it more rewarding to have a strong army to destroy heavy storage structures and penetrate the base.
Read the previous threads......this is like the 5000th time this has been on.
Pete and Repeat were sitting in a tree, Pete fell out, who was left....