Im maxed th11 my self but i dont want new th lvl just yet.There still room at th11 to upgrade few things and all that.
I personaly dont really like BH and only play it just cos i have to so for me keep the BH stuff at BH we need our own stuff
Im maxed th11 my self but i dont want new th lvl just yet.There still room at th11 to upgrade few things and all that.
I personaly dont really like BH and only play it just cos i have to so for me keep the BH stuff at BH we need our own stuff
Last edited by Jesterdeath; June 8th, 2017 at 05:31 PM.
Exactly
In the progression of TH, the 11th is still underdeveloped. Actually, looking at upgrade times, TH6/7 is where a change is needed (add stuff) to reduce th8/9 heavy needs. Since removing stuff from any th would be difficult or impossible, adding content to th11 would smooth out the progression better than adding a th12 already now.
Some numerical explanation from Wiki's data, including the "geared up" cannon at th6:
As you can see at th6, the ratio of progression drops to 1, for both builder and lab, then for th7&8 that ratio is above 2, and dropping at maxed th11. The progression ratio should increase as more and more of the VB is being improved, imo, to reflect the additional items.
PS: the number of builders used above is a simple assumption of 'normal' progression using gems wisely (aka, spend on builder mostly). The "ratio v prev" is simply current th upg time divided by previous: or is how much longer is current th to max v previous th.
My comment about th11 being underdeveloped, especially in view of the status of th9&10, where in all logic developers cannot remove stuff, shows the gap is even wider to bring th11 to a logical/predictable maxing (about 200 builder days and 250 lab days more, in my estimates).
The changes to the Village Base (VB) coming from the Builder Base(BB) are currently essentially null, as the one double cannon doesn't add much (imo as a th11, maybe more at lower th). Adding more could be part of the progression (have not seen combined cumulative times/costs including BB), but their effect on the VB has to be balanced also somehow (ie, double cannon is added on defense, nothing is added on VB offense yet).
More to be seen... but to OP: too early.
Last edited by PaluEF; June 8th, 2017 at 06:05 PM. Reason: Edit added chart
No, imo they should keep BB items in the Builder village and TH items in the main village that's what make the two different and besides BB things would be OP in the normal base...
Supreme Leader
I just faced an engineered clan (I broke their 25+ win streak which was great)with multiple defenceless th11 as well as a max anchor and mid range anchor. They did 6 combined yolo attacks with both lavaloon and bowler attacks on my 2 TH10. Highest attack was an 82% 2*.
This past weekend my family of clans rounded up 50 folks to do a mixed 50-50. Forget exact numbers but at least 12 TH11 and 15 TH10 per side. My side had mostly average TH11 attackers, many with max heroes. 11 failed dips on TH10, most trying spam Yolo armies. Opposing clan was pretty skilled, they also had 8 failed dips on our TH10.
Point I'm trying to make? Yolo very rarely works dipping in wars unless player is already VERY skilled and salvages the raid with excellent timing on heroes, abilities, spells etc. Skilled attackers very, very rarely, if ever fail to dip, but they are the minority and they are not throwing out yolo attacks.
Psst ...
Hire a maid to make your bed while you cook dinner.
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I'm looking forward to that multi-mortar being added to TH11, that thing rocks! I'm not quite certain if I'm going to be happy to have the geared up AT, since I like the range against air, but I just might put it towards the center of my base and use the TH as cover.
Please replace the bombers in our home village with the bomber from the builder base. The bomber troop is awesome and how the bomber should have always worked on our home village.
We could still use another level to archers/barbs/goblins/bombers/healers/pekkas for TH11.
I'd like another dark troop, fast flying, around 5 space that targets defenses. The way I look at the ground vs air game:
giant --> balloon
barbs/archers --> minion
golem --> lava hound
pekka --> dragon
valk/wizard --> baby dragon
hog rider --> ?
I really like the ice wizard. What if we could get a 5 space, fast flying (slower than a minion, but faster than a dragon) troop that worked like the ice wizard (targeted defenses first and slowed them down).
I'd like to see the freeze bomb brought back to permanently stay.