A larger Loot bonus for Winning attacks.
First, i will explain the point of this new thread. Basically I think the loot bonus for attacks being won should be raised sigificantly more then the last update. Idea being take the lower average army and make the elixir usage for this be the loot bonus. Most attacks I have seen in the league tend to be Barb/archer and a few wallbreakers added. Or Barch and Giants for Tank status, and a few Wizard and Goblins added. Thus the average army seems to be about 50k elixir on the low end. With that about 25 to 30k loot bonus for a win would help aleviate some of the army costs.
I am currently trying to fight for survival in Silver 1, where the loot bonus is only 4000. In this league where most of the competition is TH7 or 8 and up, to be able to get the elixir from the army that I put up is near to impossible with the new changes. I have to use all my army and hope to get the full amount loot that is available from the base that I spent 25 to 30 nexts finding. Frankly this is very difficult to do in that level range, where in most cases and I have had a lot of people confirm a good attack is usally about 60 to 70 % damage if you managed to find a base that was somewhat badly made, a lot less % with a good base to attack.
By increasing the loot bonus for each league respectively depending on the army makeup we could move away from the "loot attacks" and try to move more towards the "Need a win and loot at same time attacks." Making a change like this would take away the need to only attack for loot, which most of my time playing has been the idea. It can make attacks more of a balanced thing where you try to get a win for a large part of your loot, at same time trying to figure out how to get the loot. At same time this would make strategies for attacking and defending all the more important.
This would also have a number of new base designs that would geared more to the war style and not as much geared to protecting Loot. You would have to protect against a 50% attack at same time as trying not to lose your loot. I have had a lot of attacks that I made get about 50 to 60% on a win, but in the end I did not get enough loot to match the amount of Elixir it took to make my army. Thus my win felt more like a loss since I had to get through so many buildings to get to the loot, I won the battle but did not cover my costs.
As an extra benefit, it would make more competition in the leagues as you would have the THs that are comparable trying to be in the same leagues together. I have seen a lot of TH6s in the upper gold leagues hoping to pick off loot from the collectors on high level THs. But with this type of system would almost force them to either fight for a win in the higher level leagues or move to a league geared more for their TH level.
In a previous Thread in here, I heard a few people admit that in the high gold leagues being able to 50 to 60% a base was the best they could do with a regular barch/giant army. But using more then that took a lot of extra troops and was usally not worth the trouble. This would make the better armies a must at that level but also being able to earn a large part of the elixir back with a win could make these types of attacks possible.
The game can only improve with more competition, attack strategies and base designs. I love playing this game and with my new TH8 I find it increasing difficult to stay playing when I log in, let alone actually taking the time to log in in the first place.
Please fix the game a lot of us love.
Rahle