Facts without emotional bias
Quote:
Originally Posted by
JDPetrillo
These are my unbiased thoughts without any emotions.
#1. League bonus is now rewarded based on percent of damage, from 0% to 70% damage. The key benchmarks are 0%, 50% and 70% damage as follows:
- 0% damage rewards 0% of league bonus
- 50% damage rewards 80% of league bonus
- 70% damage rewards 100% of league bonus
In addition to those key benchmarks, the scale for everything in-between them works as follows:
- You earn 1.6% of league bonus for each 1% of damage starting at 1% through 50% damage
- You earn 1.0% of league bonus for each 1% of damage starting at 51% through 70% damage
Here are some real life scenarios and the outcome:
- You attack a base and do 20% damage. You will be rewarded 32% of league bonus.
- You attack a base and do 65% damage. You will be rewarded 95% of league bonus.
- You snipe a town hall and only do 2% damage. You will be rewarded 3.2% of league bonus.
As you can see in the last example, town hall sniping is officially dead now. As an attacker, you will only receive a very small fraction of the league bonus for a town hall snipe. As a defender, many people are now persuaded to protect their town hall. The end result is outside town halls will be few and far between, because most people moved them inside, and the league bonus received for a town hall snipe will not be sufficient to cover the cost of Next'ing. R.I.P. town hall snipes; it was fun.
#2. Based on screenshots within the release notes, league bonuses appear to have increased by approximately 12%. For example, 100% league bonus for Champions III is now 200,000. It was 180,000 previously. This is not a "significant" increase, in my opinion. In fact, some can argue league bonuses have been significantly decreased because now it takes a lot more than it used to in order to earn 100% of league bonus payout.
My comments here are strictly based only on the screenshot within the developers notes, which shows a 200,000 league bonus for Champions III. To the best of my knowledge, this hasn't been officially confirmed and its possible "real" league bonus can be different for better or for worse once the update hits. I will update this section if I receive confirmation of new league bonus values. For now, I'm assuming 12% increase based on the screenshot provided.
#3. The way forward for farmers, in my opinion, will be a new strategy to push as high in trophies as possible where you can consistently receive 100% of league bonus by consistently doing at least 70% damage. You will want to be as high in trophies as possible in order to get the most league bonus, but you will want to make sure you can do at least 50% damage and aim for 70% damage consistently.
#4. As a farmer, aiming to do at least 50% to 70% damage every attack means a few things:
- More time spent training stronger armies
- More resources spent training stronger armies
- Less raids per day
Say for example a person has 6 hours per day to farm. A larger percentage of that person's time will now be spent waiting for armies to train and therefore squeezing in less raids than before during that same 6 hour window, especially with the PBT that will also kick you out at least once during that 6 hours.
In my view, going forward farmers will not raid as frequently as they do now, but their raids will (should) net more loot than they do currently. However, will these fewer high loot raids be enough to offset the cost of less raids per day and more expensive armies? That's my question.
If I can currently make 1,000,000 in resources today during a 6 hour timeframe with many small raids, will I still be able to make 1,000,000 in resources after update during the same 6 hour timeframe with fewer but bigger raids? I know Supercell is good at finding a balance, but I'm concerned about this one.
Its still possible that Supercell will give us more gold mines and collectors, another barracks to train faster, lower training time for certain troops, more spell factories, etc. I know some of these sound like a stretch and I might be going out on a limb, but trying to remain optimistic and hoping for the best.
Well said and thought out response! I have the same concerns for obtaining the same amount of loot. Will these fewer higher loot raids be enough to offset the cost of less raids per day and much more expensive armies? Added to that you will not obtain shields as easy so more loot will be outgoing. My feeling is NO, but we will need to see. If indeed the answer is NO, SC will be pushing the casual player away from the game and making it harder for the average player to advance in the game. Why not link the amount of destruction and loot taken from a base to the number of hours you are given a shield? Attacker gets more loot the more they destroy, but the defender gets a longer shield if you have a more skilled attacker that takes more of your loot. Its a game and SC needs to keep it interesting and fun for all the different types of game players, without catering to a small percentage.
Big $$$ win for supercell
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Originally Posted by
ItsZez
Explain to me how this is all about gems...
You don't even have to buy gems. Server resources and bandwidth cost $$. By reducing the amount of time you are allowed to stay online and only allowing a couple attacks per day because of big army/spell training times, there are significant savings whether or not you buy gems.
I just don't get why they want people to spend less time playing and not more.