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  Click here to go to the first staff post in this thread.   Thread: Clash of Clans - Balance Changes (NEW) - Coming soon.

  1. #351
    Forum Elder AFrostyBlaze's Avatar
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    jeez, i'm yall are nuts. wall wrecker was pretty broken so i'm not surprised they elected to nerf it. my guess is that this nerf is mainly focused around th10/11 balance which is unfortunate but i guess watching it travel across entire th10/11 bases was too good to be true.

    with wall wrecker we were seeing insane hit rates in our wars...

    on average we were at a 33% th12v12, 50% th11v11 and 75, sometimes 100% 10v10 3 star rate in war against top notch anti 3 bases, that to me seems a bit over the top.

    on the other hand, i kind of enjoyed the last 2 weeks watching bases get annihilated and the scores in war go way up. a th11 just isn't safe anymore. only th12 with giga tesla maxed seemed to stand a chance of defending.

    with this nerf, the hit rates are definitely going to drop back slightly but i think WW is still going to be useful, just not to the point where we can skip bringing a 2nd jump entirely.

    i really hope they don't go after the giga tesla next.
    Co-Leader of Monkey Bizness. Lv 23 constant war clan. #GV228Q9
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  2. #352
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    Quote Originally Posted by Darian[Supercell] View Post
    So, I wanted to give a little more transparency into why the Wall Wrecker was rebalanced. We have a ton of data that we've been looking at regarding the Wall Wrecker. We have been watching how it has not just impacted the War community but also casual gameplay as well.

    When you have a game that has a constantly evolving meta, you have to carefully balance how new variables are introduced into that meta. With the Siege Machines, we knew we were not just inserting something new into the meta, we were going to be stirring the pot a bit as well with the new mechanics that the Siege Machines introduced.

    One of the patterns we noticed was that very few TH12 players were upgrading their Siege Workshop to unlock the Battle Blimp and a very large part of that reasoning was because the Wall Wrecker was too good. We could see, in our data, an absolute singular spike in the meta shifting to only using Wall Wreckers to the exclusion of all else.

    A meta like that will result in a single dominating combination where not using it is to give up an assured victory and that is not healthy for the game. We want players to continually experiment with new combinations and that simply wasn't happening because the Wall Wrecker had so quickly become a crutch.

    We also factored in the numerous threads on the forums from the community discussing how "OP" they felt the Wall Wrecker was. While this was not the sole deciding factor of this change, it was a single facet that contributed to it.

    With that in mind, the Wall Wrecker is STILL a very powerful unit. It's still a very viable Siege Machine. This refactoring of its stats does not diminish its abilities very much.
    Wall wrecker too good? Or blimp just not as good? Or just didn't see the money pour in as fast as you thought it should? TH12 has been in place for how long? And given the number of items to be upgraded you just automatically expect the upgrade to the blimp to be that high up on the list?

    The fact remains that given the weaponized town hall and upgraded defenses of a TH12, you have just neutered the one item that offered a balance. If it's too powerful at TH10 or TH11, then you need to be more specific in your changes. Spin it however you like, the fact is that you have not given it enough time in the real world and I'm sorry I bought the gems to implement the TH12 upgrades that I have.

  3. #353
    Forum Elder RagingKoala's Avatar
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    Never learn do we? Double nerf ftw, no baby steps here.

    Meanwhile I spam dropped mass e drags with some loons scattered behind and 96% a max th/max eagle base without even trying and level 120 heroes.
    Last edited by RagingKoala; June 29th, 2018 at 05:12 PM.
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  4. #354
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    Quote Originally Posted by AFrostyBlaze View Post
    jeez, i'm yall are nuts. wall wrecker was pretty broken so i'm not surprised they elected to nerf it. my guess is that this nerf is mainly focused around th10/11 balance which is unfortunate but i guess watching it travel across entire th10/11 bases was too good to be true.
    So the WW is too good for TH11-12 but what about the TH it was meant for, TH12. What happens when we have all max TH12 defenses? The WW is going to be useless. Might as well just use wall breakers.

    Extra levels may help TH12 because they hurt lower TH's. This normal Nerf is not a solution to the bigger issue. The long term fix to balancing is to limit the level of SM based on CC level. That way the lower TH's can get the low level SM's that are weak but at least TH12's can have an effective SM.
    TH 12 || Lvl 210 || AQ 53 || BK 54 || GW 25 || All Time Best: 5552 Cups

  5. #355
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    Quote Originally Posted by TurmBo View Post
    I'm sorry I bought the gems to implement the TH12 upgrades that I have.
    This is why I have stopped paying real money for this game. Say what you want about supporting development efforts and such but if I pay for something I do not expect it to change after I bring it home.
    TH 12 || Lvl 210 || AQ 53 || BK 54 || GW 25 || All Time Best: 5552 Cups

  6. #356
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    That is my point. With old ww and fully maxed armies, brand new th12 with lvl 4+ giga tesla WERE defending. Imagine slightly stronger th12 in a week or 2. Or max th12?

    At th11 and th10 it may have been op. BUT with solid base designs our th11 have defended quite a few high quality max th11v11 attacks. Reducing the max lvl of donated ww to old lvl 2 for th11 and old lvl 1 for th10 would have been reasonable.
    Last edited by GameTheory; June 29th, 2018 at 05:15 PM.

  7. #357
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    Quote Originally Posted by GameTheory View Post
    That is my point. With old ww and fully maxed armies, brand new th12 with lvl 4+ giga tesla WERE defending. Imagine slightly stronger th12 in a week or 2. Or max th12?

    At th11 and th10 it may have been op. BUT with solid base designs our th11 have defended quite a few high quality max th11v11 attacks. Reducing the max lvl of donated ww to old lvl 2 for th11 and old lvl 1 for th10 would have been reasonable.
    Completely agree. 4 out of our 6 th12 bases defended multiple attacks in war. 88 2*, 71 2* , 65 2*, 63 2* and 1 of our th11s survived 99 2* against a good clan. These bases aren't even close to max yet which is proof the siege is not OP!

  8. #358
    Millennial Club NightsWatchMB's Avatar
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    Quote Originally Posted by AFrostyBlaze View Post

    with wall wrecker we were seeing insane hit rates in our wars...

    on average we were at a 33% th12v12, 50% th11v11 and 75, sometimes 100% 10v10 3 star rate in war against top notch anti 3 bases, that to me seems a bit over the top.
    No offense Frosty but yours isn't exactly the average war clan to be judging something by?!

  9. #359
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    Quote Originally Posted by Damiz View Post
    Sigh.

    So before players have maxed out defences nerfs are here already......
    This was my first thought that I voiced in my clan's chat earlier. Seems to be a knee-jerk reaction.

  10. #360
    Forum Veteran DarthPat's Avatar
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    So glad my clan mate and I talked ourselves out of gemming to th12 for siege machines...
    Goodbye Forums. It's been fun!

    Thanks to DragonX101 for the awesome sig!

    |STATS|


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