I have put together a list of things that I would like to see added in future updates. I have quite a long list, so sorry if it bores you reading through all of my ideas.
Ok then, here I go! :D
NEW TROOP LEVELS
- Level 5 Valkyries for TH10: Valkyries aren't used very often at TH10, and although they can be used somewhat effectively in strategies like GoVaPe and GoWiVa, I still think that they could use a small buff in HP and DPS to try and get people to experiment more and different strategies with her. It would open up a wider variety of attack strategies that could be used involving the Valkyrie, and could prompt players to set up their bases differently to defend against the higher level Valkyries.
- Level 5 Healers for TH10: I have never seen healers being used in a serious manner at TH10, and I think they require a pretty large buff. I'm not saying that they should be able to heal troops under Inferno Tower attacks, but I do think that they should be able to survive for a decent amount of time in the range of an Air Defense, and that they should be able to survive at least Level 1 Seeking Air Mines, which could prompt players to go about upgrading their base different.
- Level 6 Hog Riders for TH10: Most people will probably agree that Hog Riders are pretty good troops, and at TH8-9, they can be used pretty effectively. Even when attacking a rushed TH10, they can be used to a certain extent. I just think that they should have a fairly small buff, like the Level 6 Wizrads, in order to ensure that they can withstand a little more damage from those pesky Multi-Target Inferno Towers. I think that they require a buff because I don't see Hogs being used at TH10, as Inferno Towers can demolish them.
- Level 7 Goblins for TH10: In my opinion, Goblins are the one of the worst troops in the game. I never use them, and I think that they should have an additional level to promote TH10 farming, as well as the possible use of them in clan castles, as they can deal high amounts of damage. Most melee troops in the game have a decent amount of hitpoints, as they usually get caught in the line of fire, and need to at least stay alive for a decent amount of time. Goblins on the other hand simply get wiped out by Mortars and Wizard Towers, and to make matters worse, they are vulnerable to attacks from pretty much anything, as they can't even fight back until all 26 resource buildings on the map are destroyed.
TROOP IMPROVEMENTS
- Healers Splash Radius increased by 33%: This could help out the healer when healing Tier 1 troops that are pushed off to the side by Mortars, and could be useful for healing larger packs of ground troops.
- Goblins Hitpoints increased slightly on all levels: This could help Goblins survive at least 1 splash damage attack, and make them more likely to be able to steal a decent amount of loot, without being killed straight away. It could also help out as a clan castle defending unit, as they could distract the enemy for longer.
- Every troop and tower now has a special ability, that has a small percentage chance of being activated when a troop attacks. Troop and Tower Abilities are listed below, and unlock only at max level:
Barbarian - Critical Hit: 5% Chance to deal double damage.
Archer - Rapid Fire: 4% Chance to fire 3 arrows in quick succession.
Giant - Single Shatterer: When attacking a single target defense, 8% chance to deal 4x damage.
Goblin - Gold Grab: When attacking a gold resource building, 8% chance to steal 3x the loot from the attack.
Wall Breaker - Resurrection: 4% Chance to be revived upon death, at 50% HP.
Balloon - Cluster Bomb: 6% Chance of dropping a 3x cluster Bomb, dealing massive splash damage.
Wizard - Lightning Strike: 5% Chance of summoning a lightning strike, delivering 150% damage.
Healer - Dark Heal: 4% Chance to give Inferno Tower immunity to a small number of troops for 3 seconds.
Dragon - Flaming Death: 3% Chance for the dragon to light buildings on fire, dealing 400DPS over 5 seconds.
PEKKA - Swing of Death: 2% Chance for the pekka to swing its sword around, dealing damage to all nearby buildings.
Minion - Dark Elixir Rain: 4% chance for Dark Elixir to rain on nearby buildings, dealing 30DPS for 4 seconds.
Hog Rider - Dark Bash: 5% chance of Hammer Bash to the ground, dealing damage to nearby buildings/troops.
Valkyrie - Crystal Axe: 5% chance of recovering 10% of lost health when attacking.
Golem - Extra Golemites: 5% chance of splitting into 3 golemites upon death instead of 2.
Witch - Super Skeleton: 1% chance of summoning a Super skeleton, with triple the HP + DPS of a normal one.
Lava Hound - Extra Pups: 6% chance of 3 additional lava pups being summoned upon death.
Cannon - Freeze Ball: 5% Chance of shooting a freeze ball, that freezes an enemy for 4 seconds. Frozen enemies taken double damage from Inferno Towers.
Archer Tower - High Velocity: 8% Chance of shooting a flame arrow, which flies faster and deals triple damage.
Mortar - Cluster Bomb: 10% Chance of summoning 4 additional smaller Bombs upon death.
Air Defense - Snare Defense: 5% Chance of shooting a snare shot, stunning a troop for 4 seconds.
Wizard Tower - Earthquake: 5% Chance of shooting a mini earthquake shot, stunning troops nearby for 3 seconds. Golems are immune to this, and only lasts for 2 seconds on heroes.
Hidden Tesla - Chain Reaction: 4% Chance for electricity to bounce to nearby units up to 4 times, if no more than 3 tiles away, and deals half as much damage each time electricity is passed on.
X-Bow - Sharp Shot: 1% Chance to deal 10x the normal amount of damage,
Inferno Tower, Single Target - Heavy Fireball: When targeting a new troop, 5% chance to shoot a heavy fireball, which explodes deals 250 damage on impact.
Inferno Tower, Multi Target - Dark Flames: Every 60-80 seconds, for 4 seconds, each troop affected by the Inferno Towers flame will now take 150% damage. Also, not only will healing effects be cancelled, but rage and jump effects will also be cancelled out during the ability.
OTHER IMPROVEMENTS
- Level 2 Witches now have a new appearance.
- Heroes can be used while upgrading, but will still the level they were previously until the upgrade has finished.
- Spell Factory can also be used while upgrading, but will not produce any new spells/hold more until the upgrade is finished.
- Obstacle spawn rate increased slightly.
- Daily, Weekly, Monthly, and Holiday Quests for small rewards (See Mastermind's idea
Phew, looks like that is it!
Tell me what you think, and once I get that poll up, please remember to vote in which ideas you liked, and tell me why in a reply below! :D

