Would love to hear SC say we are going to try something very similar to this for a few months and see how it goes. Maybe even start it at 5500 trophies as sort of a test run. As I've said many times, the clouds are not as bad as some make them seem and the loot is great despite the clouds, but that doesn't mean it wouldn't be great to try some new options out to see if we can find a better way. If it is terrible, revert back after a few seasons and go back to the drawing board.
good post![]()
I hope to experience Legend clouds lol. Titan 2 currently longest search has been about 5 minutes.
TH12 mid level Q54/K50/GW29
Farmin in Legend
Leader of Dark Stryker (again)
No. CoC is not PvP. Play Clash Royale if you want PvP.
CoC is about attacking and defending.
From their Q&A round 2:
Do you have any plans to address the MAJOR cloud issues thousands of players are facing?
Yes. This is an ongoing challenge and we’re committed to improving the quality of matchmaking also in the future – for all players and all clans. While the simplest “quick fix" would be to force players to attack much less or defend much more, we instead prefer to seek out more meaningful improvements elsewhere.
I think they're trying to reinvent the wheel here or create a Rube Goldberg. The "quick fix" to force players to defend more is a great way to go. Simply add a "Defend Now" button. Dismisses shield, guard and closes the app, putting you instantly in the MM pool (no 5 minute wait). For every 1 attack, you need 1 defend.
This happens for legends only. Might need a change to loot, but it keeps with the principles of the game and solves the clouds while we're at it.
The players that will rise to the top are those who can get 2-3 star attacks while 0-1 star defenses. If the account sharing people at the top now can only muster 1* attacks or 2* defenses, they will not rise as they'll give up more cups than they earn.
So it solves clouds AND account sharing.
Errr....hang about. What you've just said is the exact point of this thread/idea.
No, it didn't mean PvP like Royale, 2 villages attacking each other across a shared battlefield, that makes no sense.
PvP as in, attacking each other's bases similtaneously.
Which by design creates that 1 att per 1 def you're talking about.
And yes, the people who can 2-3* the most (and of course use good bases to not give the same away as easily) will naturally rise.
I've seen some objections in this thread since it came out, but haven't seen many miss the mark by that far.
Part 1 shielding system is not fun .... Not for the people that want to take a day of rest...
now you forcing them to buy shield or lose cups... It should be after 48 hours then your penalties should kick in
the rest of your story is awesome and should be in the next update
then for sure i go back to legendsfarming in titan3 gets boring sometimes
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Well thought out but long suggestion. I find the simple answers are normally the best.
In this case, just have all TH +/-1 level your won be viable by you. Change the trophy system so trophy's are based on how hard the base is to your own level. Trophy's are not traded any l;longer but awarded or taken. This means the winner might net 20 trophies but the loser might only lose 10 depending on the weight of each player and their current count. This way if a player with 5000 trophies attacks a similar sized base with only 1000 trophies, the outcome is fair.
With this simple system it removes the clouds, creates a fair battlefield, and best of all encourages EVERYONE to push. No more fishing for the best trophy range to farm. Its a big change but very simple in concept and would fix a lot of the problems we have today.
Leader of clan Ironclads. We are always looking for new members. We value camaraderie, teamwork, and maturity. We war once a week thanks to the Opt In/Out feature that gives players choice! Chat is kept clean and respectful. Come by and say hi!
Err, hang on, no it's not
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Part 3 (Legend League Trophy Offer System) - Result Scenarios
- Player 1 3-stars, Player 2 3-stars - Each player awarded 5 trophies
- Player 1 3-stars, Player 2 2-stars - Player 1 awarded 10 trophies, Player 2 loses 10 trophies
- Player 1 3-stars, Player 2 1-stars - Player 1 awarded 15 trophies, Player 2 loses 15 trophies
- Player 1 3-stars, Player 2 0-stars - Player 1 awarded 20 trophies, Player 2 loses 20 trophies
- Player 1 2-stars, Player 2 2-stars - Higher % player awarded 5 trophies, Loser loses 5 trophies (percentage draw - each player awarded 5 trophies)
- Player 1 2-stars, Player 2 1-stars - Player 1 awarded 10 trophies, Player 2 loses 10 trophies
- Player 1 2-stars, Player 2 0-stars - Player 1 awarded 15 trophies, Player 2 loses 15 trophies
- Player 1 1-stars, Player 2 1-stars - Higher % player awarded 5 trophies, Loser loses 5 trophies (percentage draw - each player awarded 5 trophies)
- Player 1 1-stars, Player 2 0-stars - Player 1 awarded 10 trophies, Player 2 loses 10 trophies
- Player 1 0-stars, Player 2 0-stars - Each player loses 5 trophies
- If one of the two players does not attack, it is counted as a 0-star and subject to double trophies awarded to the player who did attack, and double trophy loss to the player who did not attack
- If neither players attacks, both lose 20 trophies
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This is what I don't agree with.
My system:
Attack for 1 star of equal cup base:+10 cups
Defend for 1 star of equal cup base: -10 cups
Attack for 1 star of equal cup base: +10 cups
% doesn't matter, I won't move in cups if I attack and defend the same.
TC system:
I pair attack with another. We both 1 star, my % is lower: -5 cups
I pair attack with another. We both 1 star, my % is lower: -5 cups
I pair attack with another. We both 1 star, my % is lower: -5 cups
See the difference now?
Clash Royale: PvP based, winner takes cups
Clash of Clans: Turn based, win condition takes cups
And you would alienate a lot of players hanging out in lower leagues, a great part of them will be ♥♥♥♥♥♥ and leave the game.... Nice, we need more players to leave the game?
And someone will come a long and tell you that a TH3-5 will be the number one in the Legend....