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  Click here to go to the first staff post in this thread.   Thread: It has been more than a month since the Town hall 14 update, what are your thoughts?

  1. #1
    Junior Member Dis27's Avatar
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    Post It has been more than a month since the Town hall 14 update, what are your thoughts?

    I have been wondering what other players think, specifically about their initial impressions and current thoughts. For example, the cc donation level cap has been a relatively controversial change when it was first announced. Perhaps the actual effects have been different from the initial expectations of others. If anyone wants to see a previous short reddit discussion, see https://www.reddit.com/r/ClashOfClan...the_new_troop/


    Here's a short summary of the update as a refresher:
    Town hall 14

    • Poison effect on the Town hall
    • New levels for defenses, troops, spells, and heroes

    Hero Pets

    • 4 pets with 10 levels each, lots of dark elixir and waiting needed

    Weaponized builder huts

    • Builder huts act like archer towers, and the builders repair damaged buildings
    • Range increased from 6 to 7 in a recent small update

    Clan donation changes

    • Donated troops are capped by clan castle level

    Others

    • Starter challenges are introduced to boost progress of th2-6. Gives some magic items as rewards
    • Upgrade time and cost reductions for low-mid town hall levels
    • Gameplay balance changes on headhunters, inferno dragons, super giants, and super minions
    • Multi inferno has one additional beam once maxed


    ------

    Personally, I got too hyped by the sneak peeks of Pets. I was expecting something very game changing like the siege machines, so I got a bit disappointed about the simplicity and exclusiveness of hero pets. Besides that, I think the update was fine. I wasn't very affected by the changes, except the hero upgrades reduction.
    Last edited by Dis27; May 16th, 2021 at 01:39 PM.

  2. #2
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    Quote Originally Posted by Dis27 View Post
    I have been wondering what other players think, specifically about their initial impressions and current thoughts. For example, the cc donation level cap has been a relatively controversial change when it was first announced. Perhaps the actual effects have been different from the initial expectations of others. If anyone wants to see a previous short reddit discussion, see https://www.reddit.com/r/ClashOfClan...the_new_troop/


    Here's a short summary of the update as a refresher:
    Town hall 14

    • Poison effect on the Town hall
    • New levels for defenses, troops, spells, and heroes

    Hero Pets

    • 4 pets with 10 levels each, lots of dark elixir and waiting needed

    Weaponized builder huts

    • Builder huts act like archer towers, and the builders repair damaged buildings
    • Range increased from 6 to 7 in a recent small update

    Clan donation changes

    • Donated troops are capped by clan castle level

    Others

    • Starter challenges are introduced to boost progress of th2-6. Gives some magic items as rewards
    • Upgrade time and cost reductions for low-mid town hall levels
    • Gameplay balance changes on headhunters, inferno dragons, super giants, and super minions
    • Multi inferno has one additional beam once maxed


    ------

    Personally, I got too hyped by the sneak peeks of Pets. I was expecting something very game changing like the siege machines, so I got a bit disappointed about the simplicity and exclusiveness of hero pets. Besides that, I think the update was fine. I wasn't very affected by the changes, except the hero upgrades reduction.

    I like it.

    > the cc donation level cap has been a relatively controversial change

    It is good, but I wish it was easier to know max applicable levels.


    > Poison effect on the Town hall

    Moreso than TH13, the bomb plus the poison means that low or medium HP troops will die with the TH. Queen, usualy queenwalk, is my preferred way to see TH13-14 destroyed, as she does it alone and survives.

    > New levels for defenses, troops, spells, and heroes
    Meh. Expected and got.

    > Hero Pets
    Exciting.
    I like the owl. It goes well with the warden and lives to the end.
    I don't know how to keep the dog alive for long. Like a real dog it gets into fights and gets hurt.
    I don't have the yak yet.
    I am really happy to expect to one day get the unicorn. COC really needed unicorns. I hope to see the unicorn wandering the village when not being used.

    > Weaponized builder huts
    Cool. They were useless, now used.

  3. #3
    Forum Elder darpan2704coc's Avatar
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    Poison effect on town hall forces me to avoid sending smaller troops to the core as before because they're not safe with just GW's ability. So it has been a bit tough for me to score high % 2 stars attack.

    Pets have made zero noticeable impact to my attacks. Maybe because they aren't maxed or I might be using them wrong, but for me they're less like something impactful for the max townhall level specifically.

    Weaponised builder huts have just changed the way how I have to use eq spells, not so long before troops reach that area and effect of eq on buildings is negated by those upgraded huts. There damage is fine but repairing feature is definitely game changing and can't be ignore while scouting.

    Clan donation changes has affected how I raid on my mini. It was easier before as less people knew how to deal with max level cc and either simply gets obliterated with max level troops in my cc (less people expect cc troops in multiplayer attacks at lower trophies) or their base simply gets destroyed because my army had only purpose of luring cc troops out and killing them; rest of it will be taken care of by my maxed out cc troops.

    Cost & time reduction have just sped up progress for my mini account. Balance changes like ups & downs of a few numbers has never shown me any significant change so it's almost as it was before.

    Overall, I'd say I'm happy with the weaponised builder huts and the whole update is pretty nice.
    Last edited by darpan2704coc; May 16th, 2021 at 02:47 PM.

  4. #4
    GFX Specialist TerMinus Prime's Avatar
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    Quote Originally Posted by Dis27 View Post
    Town hall 14

    • Poison effect on the Town hall
    • New levels for defenses, troops, spells, and heroes
    I personally like poison effect, New levels to defenses, troops, spells, and heroes
    hopefully no more hero levels come in future(king/queen/warden/RC) , which is not possible
    SC can focus on introducing new levels to pets now(my opinion)


    Quote Originally Posted by Dis27 View Post
    Hero Pets
    • 4 pets with 10 levels each, lots of dark elixir and waiting needed
    Farming De is not an issue , i wish SC introduce more levels for pet in future

    Quote Originally Posted by Dis27 View Post
    Weaponized builder huts

    • Builder huts act like archer towers, and the builders repair damaged buildings
    • Range increased from 6 to 7 in a recent small update
    Weaponized Builder huts are great addition at th14.

    Quote Originally Posted by Dis27 View Post

    Clan donation changes

    • Donated troops are capped by clan castle level
    All my Th's are atleast th13+ (I dont have clan members in clan)
    This change does not have an effect on me.

    Quote Originally Posted by Dis27 View Post

    Others

    • Starter challenges are introduced to boost progress of th2-6. Gives some magic items as rewards
    • Upgrade time and cost reductions for low-mid town hall levels
    • Gameplay balance changes on headhunters, inferno dragons, super giants, and super minions
    • Multi inferno has one additional beam once maxed
    >Starter challenge and cost/time reduction , is great way to help clashers at lower th level to upgrade faster
    >I dont mind balance changes on super troops/headhuners - as I dont use them .


    Overall , We have lot of buildings / spell / hero levels to upgrade - I will be busy for 6 to 8 months
    Last edited by TerMinus Prime; May 16th, 2021 at 03:52 PM.

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    My main remark is concerning the activity spike due to the update. Clash of Clans has become Clash of Next, I can't find something worth sniping with a partial + cheap army or worth razing with a full + strong army. Took my 2.5hrs to get 15 mil (of each) under boost this morning, with Baby Drags, and a full CC + Siege about every other attack. And the minute I disconnect I get raided for the pitance I just got. I've got 4 TH14s, I see that in various brackets, if there's a good one I haven't found it yet. This is not fun.

    On the bright side, minis below 11 farm as well as always.

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    Quote Originally Posted by obarthelemy View Post
    My main remark is concerning the activity spike due to the update. Clash of Clans has become Clash of Next, I can't find something worth sniping with a partial + cheap army or worth razing with a full + strong army. Took my 2.5hrs to get 15 mil (of each) under boost this morning, with Baby Drags, and a full CC + Siege about every other attack. And the minute I disconnect I get raided for the pitance I just got. I've got 4 TH14s, I see that in various brackets, if there's a good one I haven't found it yet. This is not fun.

    On the bright side, minis below 11 farm as well as always.
    I’m a little confused. I’d think there’s always an activity spike after an update, which is a good thing.

    People try to be efficient by getting all their builders going, at which point they have no loot. But then it starts to accumulate while they wait for another builder, unless they keep one free for walls and put it there.

    I’m a 14 and I’m heading back up in leagues as I complete events, etc. (in Champs something or other now). I have little loot atm, but that’s because I just got a couple of things going—no builder for 4 days. When the two I have then are occupied again, It’ll be another few days. So no doubt I’ll be “giving back” during those waiting times. I won’t stop attacking a few times a day because, well, I like to play the game, lol.

    I haven't boosted troops to attack very often—no time for that. I just attack once and keep what’s left of the shield going while I wait for heroes, and come back after I’ve gotten some other stuff done irl. I feel zero pressure to rush it. We probably have 16 months to go, haha.

    If you got 15 mil of each in 2.5 hrs, that seems pretty darn good (not a pittance), and I highly doubt you were attacked for even 10% of that. (And that’s if you didn’t use any and it’s all still sitting in your storages.)


    A clanmate was still going crazy with super goblins at 14 lol, and he’s moving along well. I was using a war army (about 4000-ish DE) and just didn’t attack anything with less than 6000. Found a few 7, 8, and even the odd 9000 DE base.

    I think maybe I’d just reserve some of your gold so you can next more if need be?


    Thanks TerM!

    Got kinda worried snooks might be gf, but seems there's no gf in the set-up so she is absolutely confirmed.
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    The activity spike is a good thing for Tencent, but not for the players ^^ The basic idea that you need others to NOT play to get good loot and enjoy the grind is weird. I understand they're going for the Casino feeling where you sometimes feel you've struck gold and that bloats out hours of disappointment... but.. I got a single 1+mil base the whole week, it used to be once per hour, and I played prolly 10 hrs. Maybe they could still maintain the Casino vibe and randomly fill up collectors every once in a while ?

    Sorry, I meant boosting barracks not troops. w/ Baby drags it means an attack every 5-10 mins, depending or whether you snipe or raze.I was looking for 14 mil elixir to upgrade my GW, with such low rewards I had to use that event to lower costs. It's really a drag.

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    Quote Originally Posted by obarthelemy View Post
    My main remark is concerning the activity spike due to the update. Clash of Clans has become Clash of Next, I can't find something worth sniping with a partial + cheap army or worth razing with a full + strong army. Took my 2.5hrs to get 15 mil (of each) under boost this morning, with Baby Drags, and a full CC + Siege about every other attack. And the minute I disconnect I get raided for the pitance I just got. I've got 4 TH14s, I see that in various brackets, if there's a good one I haven't found it yet. This is not fun.

    On the bright side, minis below 11 farm as well as always.
    I have three th14s with all builders busy in legends.

    Quote Originally Posted by obarthelemy View Post
    The activity spike is a good thing for Tencent, but not for the players ^^ The basic idea that you need others to NOT play to get good loot and enjoy the grind is weird. I understand they're going for the Casino feeling where you sometimes feel you've struck gold and that bloats out hours of disappointment... but.. I got a single 1+mil base the whole week, it used to be once per hour, and I played prolly 10 hrs. Maybe they could still maintain the Casino vibe and randomly fill up collectors every once in a while ?

    Sorry, I meant boosting barracks not troops. w/ Baby drags it means an attack every 5-10 mins, depending or whether you snipe or raze.I was looking for 14 mil elixir to upgrade my GW, with such low rewards I had to use that event to lower costs. It's really a drag.
    I don’t think they design the game around making it easier to farm dead bases. If th14s are encouraged to play in legends, SC may consider that a good thing for the long term health of the game.

    Contact SC here. Click here for how trophies are calculated. An idea to improve legends here. I wish max players had a separate loot bank as described here. Caution, I often discuss for the sake of discussion and enjoy having my opinion challenged (or approved of) even when I care little about the actual issue. My balance wish: get rid of tornado trap, make it a decoration.

  9. #9
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    Quote Originally Posted by Dis27 View Post
    I have been wondering what other players think, specifically about their initial impressions and current thoughts. For example, the cc donation level cap has been a relatively controversial change when it was first announced. Perhaps the actual effects have been different from the initial expectations of others. If anyone wants to see a previous short reddit discussion, see https://www.reddit.com/r/ClashOfClan...the_new_troop/


    Here's a short summary of the update as a refresher:
    Town hall 14

    • Poison effect on the Town hall
    • New levels for defenses, troops, spells, and heroes

    Hero Pets

    • 4 pets with 10 levels each, lots of dark elixir and waiting needed

    Weaponized builder huts

    • Builder huts act like archer towers, and the builders repair damaged buildings
    • Range increased from 6 to 7 in a recent small update

    Clan donation changes

    • Donated troops are capped by clan castle level

    Others

    • Starter challenges are introduced to boost progress of th2-6. Gives some magic items as rewards
    • Upgrade time and cost reductions for low-mid town hall levels
    • Gameplay balance changes on headhunters, inferno dragons, super giants, and super minions
    • Multi inferno has one additional beam once maxed


    ------

    Personally, I got too hyped by the sneak peeks of Pets. I was expecting something very game changing like the siege machines, so I got a bit disappointed about the simplicity and exclusiveness of hero pets. Besides that, I think the update was fine. I wasn't very affected by the changes, except the hero upgrades reduction.
    I do have to admit to being disappointed that they didnt make a new "superweapon" on the town hall. is supercell running out of ideas? i got some if your hiring

    Goodbye forums, I know you tried your best, darian.
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    Quote Originally Posted by 2222 View Post
    I have three th14s with all builders busy in legends.



    I don’t think they design the game around making it easier to farm dead bases. If th14s are encouraged to play in legends, SC may consider that a good thing for the long term health of the game.
    Legend requires not only quite a lot of time, but requires it every day. I can't, and frankly I don't want to.I might try if they did a half-legend, week-based, 30-ish attacks per week, but 8 full war attacks per day, every day, for a month is too much for me.

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