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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. #51
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    TERRIBLE!!!

    Seige is NOT op.

    Our high lvl clan is already facing adapted th12 base designs. These bases are brand new th12 but with added lvl 1 traps and 4star th. With power potions and maxed out th12 army they are VERY dificult to 3star with highly surgical customized 4 stage armies. If anything th12 armies were going to be very under powered once th12 defenses catch up.

    We have max th11 and th10 bases that resisted multiple 3star attempts from exceptional war enemies of equal th lvl.

    It is WAAAY too early to nerf anything. This is stupid. Most people just still have bad bases.

    P.S. the multi buff seems ok since weve seen for many months the ballance of that defense. Give seige a couple more months to feel it out. Your just going to have to buff it again then anyway.

  2. #52
    Forum All-Star Damiz's Avatar
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    Quote Originally Posted by GodlyMortal View Post
    You don’t need max Th 12 defenses to test it. Just look at its HP and how it’s used. It’s very strong regardless of defense level. Tell me, how versed are you with high level war? Because it makes TH10 a little too easy. Believe it or not it still takes a long time for the machine to die even with max defense unless an inferno locks on. I’ve seen TH11s with a lvl one wrecker get deep into a base, so I would imagine a max one will do just fine against a fully maxed base.
    I don't play TH10 and it does not interest me. I am interested in TH12 v TH12. If there is an issue with donated troops then SC can address that without directly effecting the TH12 game.

    And I know its HP - I also watch my lvl 2 get melted on the current TH11 point defences. So the new lvl 3 against max 12 defences stands very little chance of reaching the core which is of course what the WW's primary objective is....
    Last edited by Damiz; June 28th, 2018 at 03:44 PM.

  3. #53
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    Quote Originally Posted by twentyfivemillion View Post
    Th 10 should be easier given that it’s a tool cooked by a th 12.
    Yes but people are getting ridiculous pushes into the base. Using a WW almost always means you can drop a golm and drop a jump spell which is massive. Th 10 should be easier but I think this is too much all at once.

  4. #54
    Senior Member sheabm's Avatar
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    There needs to be a better way to balance WW at each TH level. It is too early to tell if it needs a nerf at TH12, but it is clearly too powerful when donated at L3 for 10v10.

    The time to cook the SMs is far too long and places an unfair burden on the few TH12s in each clan. The cost also seems arbitrarily exorbitant, even after refund.

    SC has made witches ridiculously OP at TH9. They have to be rebalanced there. Why encourage spam attacks in a strategy game?
    -Lord Byron
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  5. #55
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    Quote Originally Posted by GodlyMortal View Post
    Except the wall wrecker still changes the meta. Nerfing the WW doesn’t make it useless which is what you seem to think. Not really sure how verses you are with war but it makes Th 10 significantly easier. A nerf was definitely needed.
    Why are you judging the ww's performance on th10s. What about the two town hall levels above it? At this stage in the game should th10 not be easier to triple? After all the years of never having a chance.

    At no point have i seen "Bowlers are an op cc troop at th9, Lets nerf level bowlers to compensate" used in the past. Th10s the new th9. Time to start accepting that.
    Last edited by TheGame1; June 28th, 2018 at 07:50 PM.

  6. #56
    Senior Member sheabm's Avatar
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    Quote Originally Posted by TheGame1 View Post
    At no point have i seen Bowlers are an op cc troop at th9. Lets nerf level 3 bowlers to compensate.
    They kinda are, if we're being honest.
    -Lord Byron
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  7. #57
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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.
    It seems that one of the primary reasons for the nerf was complaints about it being OP. But EVERY complaint, without exception, was about the effect the Wrecker had V current bases. None of these said bases are TH12 level with so many upgrades to do.

    You introduced this new dynamic into the game with the fanfare of it being meta defining, but now appear to be getting cold feet and perhaps even losing your bottle a little. By reducing its effect so much, and having used a level 1 a fair bit, it is a lot, it loses its primary objective. You would need to expend far more troops to get it to core than currently needed. The level 3 still needed a good deal of support to get the core against TH11 let alone once TH12 is cooking of full gas.

    It appears that the main problem was the effect it had when donated lower down and I think there is a better solution for that. I assumed in sneak peaks that when donating a SM it would effectively fill up the Clan Castle. So you could rock up with this handy tank donated by a clanmate but it would take up 30 housing space so would be almost empty of troops. I agree that a TH10 having a level 3 Wrecker with full compliment of troops inside might be too OP. But this could have been addressed in a better way.

    in summation I don’t think a purposefully meta breaking game change should be rendered impudent, when its effect has not been even tested properly at high game play levels, to try and alleviate the effect it has on lower levels.
    Last edited by FearThePatty; June 28th, 2018 at 03:59 PM.

  8. #58
    Senior Member twentyfivemillion's Avatar
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    Quote Originally Posted by GodlyMortal View Post
    Yes but people are getting ridiculous pushes into the base. Using a WW almost always means you can drop a golm and drop a jump spell which is massive. Th 10 should be easier but I think this is too much all at once.
    I can definitely see that as being an issue for 10’s, even 11’s to an extent. Which is why I firmly believe lower th’s shouldn’t have access to it at all. As I’ve said before, 10’s/11’s were fairly balanced before the update. Also, believe it or not, max wreckers do not go very far into a base with max/near max defenses with lvl12/13 walls.

  9. #59
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    Quote Originally Posted by sheabm View Post
    They kinda are, if we're being honest.
    Yeah i know they are, my point being they werent nerfed to level th9 gameplay, which they shouldnt.

  10. #60
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    Quote Originally Posted by TheGame1 View Post
    Why are you judging the ww's performance on th10s. What about the two town hall levels above it? At this stage in the game should th10 not be easier to triple? After all the years of never having a chance.

    At no point have i seen Bowlers are an op cc troop at th9. Lets nerf level 3 bowlers to compensate.
    TH 9 can’t be balanced at this point and is therefore irrelevant to the discussion. I’m also judging its performance at all THs. Like it or not Th 10 is stil relevant. People were three starring Th11s without siege machines at a low rate, but that’s expected for CWL. I’m sure Th12 with a siege machine even though nerfed will be fine. Not sure why everyone is going crazy over this. A lot of the time the WW might not even go far because of the position of the TH.
    Last edited by GodlyMortal; June 28th, 2018 at 03:55 PM.

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