I've been watching some th11 (3 star) attacks from my clan and on youtube, and I have been noticing a pattern. The majority of the attacks are just spammy with like 2-3 golems 15-20 valks and a few wiz actually getting 3 stars. I also saw a th11 in my clan make an honest attempt at a govaho, with good execution, get crushed. I thought about why a spam attack worked as well as it did, while a well thought out, careful attack with great execution, fell flat significantly. After a lot of thought, I realized that this didn't happen much at th10 (except witch spam and 5+ golems with 40/40 heroes. RIP witches), and that led me to the warden. Supercell wanted attacks to become careful, surgical attacks, but they have returned to skill-less brute force, almost to old gowipe before dark spells or hounds (or queen walks). I then realized that the wardens encourage attackers to clump up their troops to get the best value for the aura and tome. By making the range smaller with the last update, this got even worse. I think with th11 attacks is that the warden is so strong that it makes this type of attack (20+ valks with a queen walk and the warden and king in center) work for 3. I think warden needs a few changes to the tome.
First, change the range of the aura and tome back so people atleast want to spread their troops a LITTLE bit more than they do now.
Second, make the tome give like 90% (75% at lvl 5, 80 at 10, 85 at 15, 90 at 20) dmg resist, not 100. This makes it so high point defenses and single infernos still can do damage, but stuff isn't straight up invincible.
also, the th11 update wanted to encourage stuff like queen walks to get the eagle, so I say make the eagle worth walking to for a th11
Have it go into rage mode (with glowing red eyes and fires 3x as fast) the second the tome is popped. This makes it so you NEED to take it out before your warden's ability wears off (or get into its blind spot), or your troops will be decimated.
Second: have it do double the dmg of everything else through tome (50%, 40%, 30%, 20% relative to the tome resistances per 5 levels as above)
third: change it's dmg calculating methods. the point of the eagle was to get attackers to stop clumping troops. Troops often get just barely spread out and the eagle is useless. Eagle should have a radius (of the target area) that calculates troop space there of 1.5 (with heroes however supercell likes), and scales up damage and actual blast range with troop space in it(with linear falloff as it approaches the edge of the blast radius). for example, if there is one archer in this area, it does like 10-12 dmg a shot with 1.5. If there is 40 space in the area, does 100-120 dmg a shot with a 3 tile radius. If there is 100 space there, it does 350-415 dmg a shot in a 5 tile area.
Fourth: increase it's blind spot size a bit. If eagle is centralized, the blind spot should reasonably cover the whole core, and if it is on the edge of the core, it should be able to shoot the opposite half.
Other stuff I was thinking about because I have nothing better to do while valkyries train for a tornado...
Warden lvl 5 should be given to th10 so we have methods to overrun cores more easily without needing like 180 space and 30/30 heroes to get a good max core gutted, opening up space for stuff like hog attacks.
Healers need to be smarter, have them switch actively based on closeness (but more flexible than now, so they can switch from queen walk to lead troops quickly and reliably), dmg intake, and hp remaining. my healers always like to stay on queen with full hp who isn't getting shot once while giants are getting mowed down a few squares ahead.
bowlers need to be smarter: have them line up to take out buildings in the back specifically. This makes bowler walk viable as they will actually stick together and take out the back buildings, and also makes em more reliable altogether. One bowler should deal about 160-180% dmg as a single wizard when it is hitting both, small dmg sacrifice for some hp and deeper funnel.
fix valk glitch where sometimes they don't run between buildings that are together if they were already attacking one and another building that got destroyed. Its annoying when they don't get maximum value when their ai is designed to.
That's about all I could think of.




