I don't think the change I'm suggesting here is necessary, I just think it would make for some new strategies for defending hog riders which would be fun. It would also force hog users to consider how they attack a little more.
Anyway, early on, many people complained about hog riders being overpowered. Supercell's response was to nerf them via their stats and cost. I suppose the balance is fairly even at this point, as their costs have increased so much that raiding with mass hogs doesn't happen as often (as far as I can tell as a TH8 in Gold III).
Still, increasing costs as a way to nerf the hogs was kind of a lame way to force them to be used less. Also, it doesn't deter people from using them when they really want to level a base like in Clan Wars. On top of that, I think strategy with hogs leaves a little to be desired. Yes, an anti-hog design needs to be attacked with some strategy, but if a base isn't specifically anti-hog, it seems like it's pretty easy to just dump a bunch of hogs and level a base.
THE CHANGE:
So, instead of making hogs expensive, my idea is to reduce their cost a little, but change their AI. Hogs should still be able to jump walls, but change it so they prefer to not jump a wall if an opening to the compartment is nearby. This would be sort of like how Giants behave, where if they have to walk too far to the next open defense, they will attack a defense right next to them that's behind a wall. AI like this would allow for a little more strategy for placing traps beyond placing them always directly in-between two defenses.
Additionally, have the Hogs pause for a split second before actually jumping the wall. This would slow them down slightly, giving walls a slight reason to exist, along with giving a little bit of a reason as to why they might prefer to head for an opening instead of jumping a wall.
Thoughts?



