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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. #61
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    Really should have waited and saw how max siege machines perform against max level defenses. This was an unnecessary nerf at this point. A lot of people like myself are still working on army camps and storages, after all my camps, storages, and cc, upgrading workshop was my plan. And that's probably a month away. Very premature nerf, defend it how you will, but once more people have their defenses up to town hall 12 level, the siege machine will likely be not much more than a glorified wallbreaker.
    Last edited by tyligula; June 28th, 2018 at 03:54 PM.

  2. #62
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    IF u think seige is too strong at th10 and 11 (which is highly debatable since after only 2 weeks bases havent properly adapted yet) then make th10 only get lvl 1 seige when donated and th11 only get lvl 2 seige. Th12 needs no nerf. I would argue that soon it would have needed a buff. After this is will need a lot of buffing.

  3. #63
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    The more I think about it the more disappointed in this change I become. With the idea the blimp is not used, forum members posting it's op as being some factors as to why it's nerfed are really straw man arguments.

    Shame on us Forum members for this nerf shame on all of us.

    As for the blimp it's a brand new troop very few people A even have the siege yet and B the limited people that have the Siege wants to donate to the clan so why take it out of action for 8 days at this point. Once more people have the Siege then the clan mates will start upgrading the factory when others can help pickup the slack.

    Really unhappy with the change and more unhappy with the reasoning for the change. this nerf buff cycle I would guess the play testers used the siege on max bases and it performed as they thought was balanced at the time of development.

  4. #64
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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.
    Great stuff Darian. Love it and much needed despite what others were saying.

  5. #65
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    Quote Originally Posted by twentyfivemillion View Post
    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.
    And how do you define not very far? Because breaking just two layers in could be enough to drop a jump spell. Also the WW already allows you to drop a golem in most cases. And having your CC be deployed further into a base also makes them more effective.

  6. #66
    Senior Member sheabm's Avatar
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    Perhaps they feared a perfect tie in the CWL Invite finals this weekend?
    Last edited by sheabm; June 28th, 2018 at 04:03 PM.

  7. #67
    Senior Member twentyfivemillion's Avatar
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    Quote Originally Posted by GodlyMortal View Post
    And how do you define not very far? Because breaking just two layers in could be enough to drop a jump spell. Also the WW already allows you to drop a golem in most cases. And having your CC be deployed further into a base also makes them more effective.
    Obviously it depends on the base but, from what those in my clan can tell against near max 12 defenses and lvl 12/13 walls, you may get in a level. Two if you’re lucky. Again, there are many factors to this but my point still stands. Max 12 defenses/walls are no joke. This nerf relegates the wrecker to the usefulness of a few wb’s who happen to carry cc troops. Not useless per se, but far less useful for us 12’s who are making them then for lower th’s.

  8. #68
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    Quote Originally Posted by Zaper93 View Post
    Bad solution. Imo the best nerf would have been limit the donation levels to lvl 1 for th10 and lvl 2 for 11.
    One thing that I think should have been done was to not make it subject to clan perks. I am in a 100% TH12 clan with Seige Machines donated by default. At the moment there is zero incentive to upgrade then as every donated SM comes at max level. In fact by upgrading them we only hurt ourselves by making the donation of them more expensive. If clan perks didn’t effect the SM then you get exactly what is donated.
    Last edited by FearThePatty; June 28th, 2018 at 04:08 PM.

  9. #69
    Millennial Club KingAroth's Avatar
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    We had siege machines for a very limited time and you are already nerfing them? Did we have a whiny person on the threads complain about it being OP in one attack? Appreciate the boost in resources but shouldn't SC do more research before nerfing the siege? Hell I haven't even got to use them yet in my Town Hall 12 yet. I understand the other changes but this quick nerf I can't understand.
    Last edited by KingAroth; June 28th, 2018 at 04:06 PM.

  10. #70
    Senior Member sheabm's Avatar
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    Quote Originally Posted by FearThePatty View Post
    One thing that I think should have been done was to not make it subject to clan perks. I am in a 100% TH12 clan with Seige Machines donated by default. At the moment there is incentive to upgrade then as every donated SM comes at max level. In fact by upgrading them we only hurt ourselves by making the donation of them more expensive. If clan perks didn’t effect the SM then you get exactly what is donated.
    I assume you would prefer not to give up the refund perk?
    Last edited by sheabm; June 28th, 2018 at 04:07 PM.

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