Tools are there for you, EQ is a beast, poison spell place it so cc troops trail through it to your army
Printable View
Tools are there for you, EQ is a beast, poison spell place it so cc troops trail through it to your army
Just be better and you won't have a problem lol
I agree that you'll never keep everyone happy, and hindsight is a beautiful thing when it comes to attacks; though the OP has a point.
Increased hit points/structures should lead to a natural progression of increased war time 'even if said time is marginal'.
In reference to the post I quoted, you're only going to be able to achieve a troop time drop reduction if you either:
- have intimate knowledge of the base 'either a clan mate has already attacked it';
- You've attacked it before; or
- You've seen it being attacked previously.
Even with the above CC troops are always going to be a factor.
Or alternately you take a haphazard approach and just jump in 'you may get lucky'.
Supercell fixed this with the addition of the dark spell factory. Poison makes it so you no longer need to lure CC's (which was previously the number 1 waster of time during attacks), earthquake destroys a large section of walls while damaging buildings allowing for faster destruction of the base, and haste literally speeds up the troops so they can get to the buildings faster and destroy the base more quickly.
Hopefully people will keep this in mind the next time they feel the need to complain about the existence of the poison spell. Poison fixed the need to lure which bought us a ton of extra time to attack.
This is not actually a bad discussion point..Why should time ruin a well planned raid? The battle surely is Attack v Defence...not versus the clock?
I think this idea has genuine potential. Maybe the clock is only discounted once you have deployed all troops and spells to avoid people sitting for ages on a barb with the game stuck? Once all forces and spells are deployed then you let the battle run its course?
I agree this is only ever going to favour the attacker as a 99% defend based on time expiring is actually more common than you think but it is a rubbish way to miss out on a star and after all, in every war,we are attackers too?
I don't really understand why you believe it has made any significant difference to the need to lure.
Sure, if your opponent has low HP troops (and you know it), AND your troops are slow enough moving that his can be expected to stay within the circle, you can get away without.
But if he has one of the high hit point troops, you still need to get it out and dead before it starts killing your defence-breaking troops.
When they did the big update, one of my clan mates said " war attacks used to be xyz & that one was 3 seconds longer" so I always assumed they did increase war time by a few seconds.
Some of the well known Youtubers who visit Supercell offices have suddenly started complaining about how OP golems are these days, and how they need to be nerfed somehow. I don't know if they actually began to feel this suddenly or if they have been prodded to take this line by some insider information.
My point - you are thinking in the wrong direction. Expect 2 stars against strong TH10 to become tougher, not 3 stars to become easier. I don't like this, but I want you to be prepared :straightface:
I agree btw. With so much more hp, why don't we have higher troop levels or more time? I spent my time at TH9 getting a lot of 6 stars in wars attacking max TH9, but I don't think this would be possible anymore without gemming (time) your heroes to lvl 20. Or going 8.5 if you can't gem.