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If you keep the loot cap where it is, then they can add new upgrades at a TH10 price, and everything below it will go down.
If SC kept the loot algorithm and just made things more expensive in TH11, it would be even more atrocious than it is for TH10s now.
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How about a random goblin challenge while nexting with lots of loots (something like 500k/500k/3k resource loot), that seems to fix the loot problem.
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Farming th10 is impossible mainly because multi infernos destroy farming troops in seconds. People still use giants to farm at other th levels. Taking away the heal option under inferno fire made infernos the ultimate end game defensive structure and also removed giant/healer combo as an effective army.
While th10 has been end game thus far, this has been a good choice. With th11, remove the non-healing mechanism from the game and revert them back to how they functioned originally . Multi infernos would still be good just no longer a doomsday tower for raiders.
And besides, the new focus should be on th11 abilities and towers not th10s. Games recieve new content and consequently gameplay evolves to keep things fresh and engaging.
Farming th10s would then become a real option for farmers with a 20 minute build time and a spell.