Originally Posted by
Smorty
First of all, it is true that poison spellslimit the clan castle's possibilities. That is true. However, don't forget that you can easily waste over 10 valuable seconds (sometimes 20+) in a raid when you wait for the poison spell to finish, if you jusy deploy troops then the cc troops will move out of the poison area.
Next, you complained about pekkas. Well first of all, pekkas don't prioritize one building over another. They will just attack the closest building to them. Supercell doesn't 'force' pekkas to move that way, that is just how they move! Before the update was this also non-different. Have you tried using golems instead?
About the healers. When a bunch of healers heals targets, it is instead reduced, but not nullified. Believe it or not, this is actually to balance the game. Dragons aren't changed a bit in their targeting mechanics. It all just relies on the attacker's skill of troop deployment. Let me give an example. Usually, you have outside buildings standing, then walls, then inside buildings. Most of the time, The outside buildings are closer together than the inside buildings, so if the troop you train doesn't target defences, it will just continue walking that path, as it continuously targets the closest building (in this case the external). You can also try using golems, giants, balloons... There are a lot of options. Also, the fact that you can't raid as much is because better troops (who take in more housing space) take longer to train. And if you complain about your troops being simply 'not good enough', you can always upgrade them in your laboratory.
Supercell doesn't just at once change the whole concept of their game. Most of these difficult experiences come from the player himself improving their base and thus finding more difficult, more challenging opponenets. I'm also not quite sure why you randomly mention google here.