A lot of Clash is waiting, as is life. Patience is a virtue.
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Well first of all everyone is like I love this update, "the graphics are nice." Who cares about graphics if they want to ruin how the game is played.
1. Everyone complaining about the old hero AI: The reason why we now have even dumber heroes due to this update is because people complained 24/7 about how heroes acted. But now in this update the heroes are not predictable at ALL. At least before the new hero change you knew if they were going to target a wall, and you could at least get her to go inside the base. Heroes are now super useless.
2. The new poison spell: Lets just through away the best clan war defense cc troop in the game because we have a poison spell. All you have to do is throw it in front of the cc and its gone, no challenge like lightning spells. So now we have to use Valkyries or dragons or a hound. All not near as good as defending as witches, poison ruined the purpose of unlureable clan castle bases. basically destroyed war if you have a poison spell.
3. The wallbreakers new AI: All I can say about the wallbreakers is they're dumb lol.
4. Why is supercell trying to destroy barch/bam?: so all of a sudden supercell has been trying to totally destroy barch. faster rate of fire and they didn't mention that on the update? Also why increase the price of the cheapest troops on the game when they're used for farming.. not like its that big of a deal but what is their problem with barch? also increase all the hitpoints on the buildings... (-_-)
5. Why add a new air sweeper when no one is going to use dragons lvl 5 anyways. They probably added another air sweeper to try to defend vs shattered hounds in war etc. Not because lvl 5 dragons need to be debuffed. only way to 3 star a th10 has just been made nearly impossible unless you use hogs.
This is just what I think about the update, and why its not an update.. but a downgrade.:o
I appreciate the barch nerf, and storage zapping nerfs. I really like being able to queue up more spells. The lower training times and adjusted costs of things are a good change. Jury is still out on the rest since I have not been able to experience it fully.
the spells have weird rules that only experienced users will know about, and obviously none of us are experienced with them, so just wait until we all learn and find the best combinations
First I don't like the Champion 3 and 2 badges, the look like....
Second I don't like how the nerfed Barch in many ways.
Many are complaining about the AQ AI, I'm sorry but I don't know how bad it is or not because my AQ is upgrading nonstop.
Other than that, this update is good,
Has a lot if bugs though.
As if.
The intention was clear. It's to make DE harder to get to make more money.
The same reason barch is more expensive and the same reason they've added two air blowers. Why? So your walls are more important and what do you need for walls a ♥♥♥♥ load of gold/elxir. Billions actually.
There is no good intentions to be found just pure greed. i mean if they wanted to fix issues important to players but neutral-bad for them economically they would have allowed heros to be used in war while upgrading. they would have fixed revenge. etc.
Funny how every one of their gamebalancing fixes helps their bottom line.
My experience of this update mainly comes from TH9 farming raids against TH8 using barch with some wallbreakers and goblins. I rarely use spells for these.
What I like about the changes:
(1) End of dark elixir zapping.
(2) The changed wallbreaker AI (before reverting back). I haven't seen the strange behaviour reported by some. What I noticed is with the new AI, they are more likely to go through a hole into deeper layers, instead of making the existing hole bigger or hitting a little to the side of an existing hole for the same compartment.
(3) New archer queen AI makes her more flexible. She can now move a bit more flexibly behind the shielding provided by my barch army to help take down more buildings. I haven't had a single case of her walking around like some have, most likely because I have always been careful about clearing buildings on the flanks to make sure my troops go inside. Instead of putting down troops in a small area, I always try to have good width when attempting to go inside a base.
(4) Spells taking less time and queuing beyond capacity are nice, though I don't use spells often.
(5) Dark spells can help freshen up the game.
(6) The new interface is an improvement, with opportunities for further streamlining. E.g., may be make the current attack button smaller and add an attack button inside the army overview page.
(7) I'm not sure this is real, but I feel like the game loads faster and runs smoother after this update.
What I don't like about the changes:
(1) Barch price increase. :rolleyes:
Ambivalent about poison:
Starting from the April update, attacking troops became less responsive to defending CC troops. That was a pretty big buff for defensive CC troops. With armies like gibarch, it became more likely for CC wizards etc. to hit the giants in the front really hard before the attacking archers/wizards come forward to help. Now with poison, CC wizards won't do much. I'm imagining a dragon in defense now may be as effective as a couple of wizards + archers was before the April update. Except now we need more expensive troops for similar effect. :rolleyes: On the other hand, I also think CC luring is one of the more tedious and non-fun aspect of this game. To the extent that poison spell reduces the need to lure, it improves the gameplay experience.
Haven't had much problems myself... the AI has changed, shouldn't we give it some time to learn it? Adapting doesn't happen overnight
Everyone is in the same boat, personally I'm excited that a minute of every raid may no longer need to be wasted stuffing about with lure
This was reverted yesterday already
You are ignoring haste and loons. Wait till people have actually got all these upgrades and practised for weeks before you can judge the balancing.