Originally Posted by
bigzac
So after reading through these comments I'm dismayed by the knee jerk reactions, cries of GG I quit, and really really bad analysis of the upcoming changes. I'm going to address the farming, and gameplay.
First of all, the spirit of the game (gameplay).
People, seriously, do you believe the primary form of defense in a tower defense game should be leaving your phone online for as long as possible, leaving the main building of your town exposed, and hiding behind cheap shields the entire time? You know deep down inside the answer is "no", the system is obviously stupid and broken and they are trying to fix it. Crying about the decrease in online time? GO OFFLINE FOR 20 MINUTES YOU FREAKS THEN COME BACK ON!
People, seriously, do you believe the primary form of offense (for farming) should be building an army with no tanks, no wall breakers, no spells, and scouring the matchmaking for bases that are NOT BEING USED simply to pick off the exposed producers, the exposed town hall, or easy to reach storages? You also know, deep down inside, the answer is "no".
One could argue that many people enjoy simply building up their little base by following these strategies, but that is a slippery slope. The more people follow those strategies, the more others will be forced to, because in a game like this being the odd person out (strategy wise) typically involves being smashed by a higher level player who ultimately is immediately hidden behind a shield. I'm truly sorry if you're one of these people who ONLY likes to build their base, but you're about to be marginalized by SC...honestly it sucks but there are better builder games anyway. SC has made the hard decision to bring the gameplay into a state where people are actually attacking and raiding, which necessitates the next series of changes to loot and shield.
Second of all, the math/analysis.
This is the part that I find kind of troublesome. Here is how most people portray it:
ALL numbers assume best case scenarios (no fail raids, no DC's, no defenses, etc.)
CURRENT SYSTEM:
[(Total available loot raided + league bonus - army cost) * number of attacks per day] = profit
When viewed through this lens, yes the update sucks. The total loot raided will go down (because of the additional resource building, the TH, meaning more targets required to be killed to get the full loot), the league bonus will ultimately most likely go down as well (because most people will not be getting 50% with a farming army vs a mirror), the army cost will go up (because well need stronger armies, or more spells at a minimum), and the number of attacks will go down. But this paradigm is INCORRECT and the new system will fix it.
In reality, CURRENT SYSTEM:
[(Total available loot raided + league bonus - army cost - next cost) - (LOOT LOST from attacks + trap costs)] * number of attacks = PROFIT
Now here is the interesting part, lets be honest, and assign some numbers to variables.
Total loot raided usually = Whatever the town hall bonus is....call it 1000
League Bonus = 65,000
Army Cost = 0 (AQ snipes)
Loot Lost from attacks = 0 (instant shield)
Trap Costs = 0
Number of Attacks = ?????
NEXT COST = 30,000
The problem is the number of attacks. To anyone who has risen to Crystal 2 and above, it becomes apparent that there are almost no exposed TH's anymore. This leads to us pressing the NEXT button endlessly. I do it to! Nothing better than that cool 65k for dropping the AQ. For the purpose of this post, I went online and pressed next in crystal 1 until I found an exposed TH. It took me 42 nexts which I rounded down to 30,000. It was boring, it was painful, it occupied my attention, it took about 5 minutes, and at the end of the day it netted me out 35,000....yippie....IF someone had been lucky enough to come across me and hit me for 35,000 available (I have 250k+ available) this would have been a massive waste of time overall. If I were to have lost 70,000, I would have to spend 10 minutes looking for two TH's to pick off just to break even.
In the new system however:
[(Total available loot raided + league bonus - army cost - next cost) - (LOOT LOST from attacks + trap costs)/2] * number of attacks = PROFIT
The variables in black will probably remain largely unchanged (unconfirmed) but the red will change for the better, heres why. League bonuses are increasing by >10%. THIS IS SIGNIFICANT NOT ONLY STATISTICALLY BUT IN REALITY. We play CoC for years at a time, think about if all of sudden the cost of coffee went up 10%. You would spend a huge sum more over 12 months because of this. Next costs are going to decrease because more bases are going to be viable targets, therefore less nexting. Loot possibly being lost will diminish because you can now attack through shields. I'm assuming one free attack (hence divide by 2) but the potential is clearly there for 3-4 attacks without the risk of getting hit for an immediate loss (you also no longer need to leave your phone online for hours at a time, AND bunny farming is getting seriously nerfed by this as well). This will also reduce trap costs as well. I'm uncertain if number of attacks will increase or decrease overall, theres nothing wrong with barching in the new system...you'll just get loot instead of league of bonus. If you manage to hit the TH with goblins, not a bad thing.
My issues with the update:
1) What is the point of clan war now? Is the only difference to be between having a period of time to eval a base and attack vs just building a standard GoHoWiWi (example) and hitting whatever happens to look good at the moment?
2) With the ability to attack through shields, is the total number of bases able to be raided going to increase or decrease?
3) Since all the dead bases with exposed TH's are going to get hit OVER AND OVER again, is the best place to farm going to be Bronze 3 as everyone plummets in trophies?
My predictions:
Bear in mind, many of the things people are complaining about can be simply fixed by rebalancing. I predict some combination of the following to occur that will silence all the knee-jerk-qq-trolls once and for all:
EITHER troop costs, or training time will be decreased.
New clan perks that act as weak boosts to producers, raxs, etc.
Winning clan war grants 12/24 hour boost to producers
Hero sleep times reduced (dramatically is my hope, probably not though)
Some form of defensive win bonus.
More producers
More production per hour
More producer levels
Another rax / dark rax
At the release of the update, SC will provide free gem boosts to stimulate the economy as everything transitions.
Healers will be nerfed. I can almost guarantee this one, because anyone with a lvl 15 AQ is going to be greatly rewarded by all of these changes if they don't do any of the aforementioned predictions.
Anyway, rant over, enjoy the game folks it's a great one regardless.