Originally Posted by
Ricthegreat
The loot offerings have been better but the bases are exponentially more difficult. I usually farm with around 16-18 giants the rest a combination of archers and barbarians+ 8 wallbreakers. At a cost of roughly 120k elixir this combination was good enough to handle TH8 up to lower mid-range TH9's.
I'd usually operate with a 1 heal spell limit per attack with a continuous flow off heal spells cooking in the factory. Now I'm being forced to use two heal spells in a lot of attacks. Of my last 7 attacks I lost 5 of them and even though the loot being offered was great I managed to get a very low percentage of it. The whole point of farming was that you grind and accumulate loot in a cost effective, repetitive fashion with minimal effort required in deployment and actual base deconstruction. Difficulty was reserved for trophy pushing and clan wars. The challenge of farming was commitment and focus, now it also seems to involve difficulty and possibly higher army costs.
I haven't come across a lot of semi-abandoned bases a.k.a collector raids either since the Golden Hour ended. Most of the bases I'm offered have their resources in the storages. This requires an army composition that can penetrate which a barch usually isn't suitable for on opponents of the same town hall level and general level of development.
I think this update kind of forces the deployment of heroes for every attack and the heavy use of spells. I'm beginning to wonder if this isn't another move by Supercell to encourage even more gem use for boosting Heroes and Spell factories so as to not interrupt the flow of a farming session....
I would say I'm a mid-range TH9 EXP 96 with full Skulls, 36 Lego's, AQ Lv10, BK Lv12, all splash damage defenses maxed out, X-bows on Lv2, AD's @ TH8 max, Point defenses: Cannons max, AT's @TH8 max and Tesla's max. Currently operating in G2 around 1600 cups, I've pushed till M3 before