Originally Posted by
NioTheDreamer
Okay, so no update. Not complaining or anything. I was expecting something small.
But this update has some major implications for Th10 in particular.
The poison make-over is interesting, but until I see how it actually works in the field I withhold any and all judgement, positive or otherwise.
But the tie-breaker thing is a huge change for Th10 players. Not so much for Th8/9 as wars at that level are pretty much determined by the team pulling the most 3 stars - with the exception of smaller wars (10-15) in which ties are just going to be more likely.
I can't help but notice that SC is pushing Th10 farther and farther away from 3 stars. I believe the only strategy considered to have a reasonably consistent chance at 3 staring is GoLaLoonion and lucky 7 Golem attacks.
Some people are tickled at 25 more walls for Th10 but as a player who actually hits lavas and "zaps" regularly, that is also fairly significant.
Fully upgraded walls are a huge pain for troops to work their way through. Sure we got Earthquake and jump, but sacrifice too much to use those spells and your going to lose your umpf - hence the popularity of 5+ golem attacks.
So lets look at this from a high level th10 player perspective - level 30+ heros, at least all legos with a good chunk of lavas and what will now probably be magamas
What troops are viable?
Elixir Troops
Wizards - these guys are fine. Pretty much a cornerstone of any attack ATM
Loons - still really strong in the right hands.
Healers - I currently use these plenty, I know that is a rarity but giants wacking at more walls is likely going to make things tougher. Healers also cap out at Th9, so you pretty much need a pair if you wanna cancel out the point damage. However, with the AQ's current AI I am sure SC will shy away from any new levels here due to healer walks
Dragons - these just aren't viable. Sure skilled player can scrap up a 2 star that is hard to get, but why when their are much safter 2 star options?
PEKKA - More walls will hurt this unit. At least she has 2 levels at Th10.
DE Troops
Hog Riders - honestly these guys get shot to pieces most of the time if your talking high level. Th10 players generally don't bother doubling up bombs. Sure you can 3 star with them but it takes mad skills and from what I see a dang good healer walk is required before hand. I think its time for a new level, along with a GB level
Valkyrie - Hey anyone whose spent some time here knows I love this unit. If you've been to Valhalla you've probably even seen we take down some seriously high level bases with her in the mix but she caps out at Th9. She is also terrible once behind a wall, so more walls is bad. The poison rework might end up being an indirect buff (poison + Rage, should make valks pretty good at the CC kill if ground troops make a come back in the CC). Anywho, she doesn't have the hp to tank effectively at Th10 so using her in larger quantities is a no go.
Golem - Pretty much a must for any high level Th10 player. I mean we are in an age of 7 golems! That is 210 troop space JUST for tanking. That is ridiculous!
Witch - I know she can be powerful against the right bases but she is unpredictable and hard to control. And at 12 troop space a GB goes off or a few lucky mortar shells hit the right places and you just lost a huge part of your attacking force - much safer to just pack more golems.
Summary
So I am no doomsday advocate. I think its silly how people overreact but I do speculate. I am a bit concerned that Th10 is going to become a Golem/Wiz zone where little if anything else gets used in war. I mean, really its already dominate. I have not qualms about moving Th10 towards a place where % destruction becomes crucial for breaking ties. Frankly that makes allot of sense.
However, for high level players the game may also become dreadfully dull without more options.
Just my thoughts