Focusing only just attacking is cool, but I am pretty sure Supercell wants defense to matter. Anyways, these new suggestions are something I thought would make this game fair and make it enjoyable for us winning battle.
New suggestions
- If you lose an attack, all the troops you haven't used, flees due to low morale after losing. [Heroes will not flee if not used]
- [Controversial] Hero that are deployed gets captured if they lose the battle, they can only be then released after paying a certain fee to the player that captured the hero. [Example: If I attacked Daddy and lost, the hero I deployed will get captured. I will then have to pay Daddy around 100k Gold, 100k Elixir, 10K Dark Elixir to get my hero back.]
- I said this before and made a thread on it. Lvl 10 and 11 walls should take away some life of troops that jump over them. So if jump spell is deployed, the troop that jumps over the wall loses little bit life. This will fix the Hog spam and make wall matter!!
EDIT:
No, the defender cannot use it, they can only keep it locked up in a cage until the fee is paid by the attacked. The defender can only capture two hero at a time. If the defender wants to let the hero go (Just in case the attacker doesn't pay the fee) they can let the hero free so they can free some space up in the cage.







