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Thread: Winning a defence

  1. #1
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    Winning a defence

    Other than stars, there is no benefit to winning a defence. If I win a defence with less than 40% damage), this is the current situation:

    1) I get stars
    2) I lose loot
    3) I get minimal elixir/dark elixir loot from the attackers that were killed
    4) I get no other loot, despite attackers leaving loot behind historically (ie the spoils of war). The attacker has paid a fee to start the battle, at the very MINIMUM at least part of this should go to the defender
    5) I get damaged traps than need to be manually reset such that the next attacker gets an easy ride if I do not reset them in time, and to top it off this costs me more loot!
    6) I get no time-out from being attacked again - I have seen instances of being attacked (not revenges) twice in less than 5 minutes after the first defence was successful. How is this fair to the defender? What is the battle search logic SC uses that has my base in 2 battles queues inside of 5 minutes despite there being millions of bases to choose from?
    7) I get damaged heroes that cannot help in the next defence if it commences before the heroes have healed
    8) I have idle builders that make no attempt to do anything post successful defence

    As a minimum I would expect to see the following with a SUCCESSFUL defence:
    - the price paid by the attacker for starting the battle should go to the defender
    - the traps either have an auto-reset feature (*see below) or are reset at zero cost
    - after the battle the base cannot be attacked for a minimum of say 30 minutes
    - idle builders should immediately rush to the aid of the heroes after the battle, to speed up the healing process OR the heroes should auto-reheal 100% immediately.

    *the auto-reset feature for traps could be one of the upgrade options for traps that you pay for and a builder spends time effecting this upgrade.

    In my opinion there are simply not enough benefits to winning a defence. A lot of time, effort, thought and resources have gone into constructing a base that can defend certain attacks. This should be rewarded, not penalised, as is currently the case. In fixing this we may also see less people purposely putting their town halls outside to access shields.

    Just my opinion....and I still love the game.

    Clash on!
    Last edited by Ferg; September 4th, 2014 at 11:05 AM.

  2. #2
    Super Member BrianHotshot's Avatar
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    I agree with you, that defenders do not benefit from attacks. However, I'm guessing that defenders don't benefit much because they can also attack. In other words, attackers benefit much, while the defender doesn't. But the defender could do the same thing and attack other players also. This means that every player will at a point, attack, and be attacked. Benefit, and not benefit. As long as every player gets attacked and attacks, it's pretty fair.


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  3. #3
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    Quote Originally Posted by BrianHotshot View Post
    I agree with you, that defenders do not benefit from attacks. However, I'm guessing that defenders don't benefit much because they can also attack. In other words, attackers benefit much, while the defender doesn't. But the defender could do the same thing and attack other players also. This means that every player will at a point, attack, and be attacked. Benefit, and not benefit. As long as every player gets attacked and attacks, it's pretty fair.
    A fair comment but I still think there are some issues that need to be dealt with, especially the time out between attacks. It is demoralising being hit again and again if I can't get to the game straight after winning a defence, meanwhile the heroes and traps are down....despite winning the defence!

    A benefit of being attacked that I forgot to mention, irrespective of whether or not the defender wins, is the ability to exact revenge.

  4. #4
    Super Member BrianHotshot's Avatar
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    You have a good point. There should be a bigger benefit to winning a defense. But if you add too much benefit, it will unbalance the game.


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  5. #5
    Forum Elder hawdog's Avatar
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    Winning a defense should only be motivated by one of two factors........... to win trophies, or to complete your "unbreakable" achievement.

    So if you are not doing either of the above, you shouldn't care to win defenses; therefore, you should not care to protect your TH simply because it's not worth it.

    SC has ingrained into players minds that from the very beginning, your #1 goal is to protect your townhall and earn trophies. You will eventually learn (as the OP has) that this just simply doesn't pay off and counteracts base progression by making it harder to earn enough resources to start your next upgrade.

    The game is the way it is, and you do really lose out by winning defenses, especially if under 40% damage is done to your base so you get no shield time to prevent another raid before having time to refill your CC and rearm traps.

    So until this part of the game changes, everyone should really consider leaving their THs in a corner surrounded by decorations, hoping to get TH sniped. It's night and day how much more resources you can hold onto just by losing only 1000 of each gold and elixir each time you get raided instead of much more, plus the cost of rearming ♥♥♥♥.

    Sure you're not going to have exciting defensive replays to share with your clanmates, but the pros clearly outweigh the cons of having your base in farming mode (TH outside unprotected).
    kimchi, of whozonbeer | TH11 | Lvl147

  6. #6
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    Agree with the sentiment 100%, which is why most of our clan leave our THs outside. I forgot about the empty cc, another good point.....the other motivator for winning a defence is to not lose resources.

    You can see I have no objection to being attacked, I object to being hit again too quickly after a successful defence. SC could help themselves and players by addressing this, it may result in less players having unprotected THs.


    Quote Originally Posted by hawdog View Post
    Winning a defense should only be motivated by one of two factors........... to win trophies, or to complete your "unbreakable" achievement.

    So if you are not doing either of the above, you shouldn't care to win defenses; therefore, you should not care to protect your TH simply because it's not worth it.

    SC has ingrained into players minds that from the very beginning, your #1 goal is to protect your townhall and earn trophies. You will eventually learn (as the OP has) that this just simply doesn't pay off and counteracts base progression by making it harder to earn enough resources to start your next upgrade.

    The game is the way it is, and you do really lose out by winning defenses, especially if under 40% damage is done to your base so you get no shield time to prevent another raid before having time to refill your CC and rearm traps.

    So until this part of the game changes, everyone should really consider leaving their THs in a corner surrounded by decorations, hoping to get TH sniped. It's night and day how much more resources you can hold onto just by losing only 1000 of each gold and elixir each time you get raided instead of much more, plus the cost of rearming ♥♥♥♥.

    Sure you're not going to have exciting defensive replays to share with your clanmates, but the pros clearly outweigh the cons of having your base in farming mode (TH outside unprotected).
    Last edited by Ferg; September 6th, 2014 at 12:27 AM.

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