(not a native speaker so sorry for my crappy english)
TH11 has been talked about for a while and instead of merely upgrading buildings or troops and adding more walls to the equation, different MAGIC FACTION/GUILDS (fire/water/earth/air/light/dark) can be added as a new feature for TH11, or which i may call as TH Ultimate. This idea is inspired by my favorite RPG game of the Might and Magic series and has several advantages which I will explain later. I am new to the forum so please forgive me if someone had came up with any similar suggestions before.
As a last stage TH level 9 player, I have seen many people giving up Clash of Clans for various reasons, among them the more common few is the dullness of upgrading walls and the lack of a variety of gameplay at the late stage of the game. And as a huge fan I have the same wish as game developers that the game could have the highest expectancy and flourish forever. IMO adding factions to TH11 could both solve the problem of boring game play at lever 9 and above and extend the expectancy of the game, my vision of TH11 is as follows:
1
Adding 6 Magic Factions/Guilds to the game: fire, water, air, earth, light and dark. Players can only join factions from upgrading their level 10 town hall with full resources (and even at a specifically required time). different factions have their own TH and wall color and their own strength: fire faction/guild emphasize on attack, water guild on flexibility, air guild on mobility, light on heal and dark on inflicting negative effects; while earth guild focus on resources. Group high-end players into different factions boots variety, and consequently increase the playability and sense of freshness after TH level 10. it is possible to give each player limited tries to 'renegade' with the expense of full resources, thus expand game play even further.
2
Spells are strengthened distinctively: Fire guild have better lightning spell, dark better rage, air better jump and water better freeze, join Earth guild boost gold/elixir/dark elixir production.
3
Upgraded walls are now have new effect on enemy troops (effects are slight): walls for fire guild inflict damage to all nearby enemies upon breaking; walls for air guild slightly increase dps of nearby defensive towers under attack; walls for earth guild have better HP and are slightly cheaper; walls for water guild slows down enemies in proximity; walls for light guild heals castle troops and have slightly better HP; walls for dark guild weaken enemy by both slowing them down and inflicting damage upon crossing, but to a smaller extent. All the unique wall properties can only be obtained through upgrading (for walls level 9 or above, effects upgrade will not transfer when upgrading wall levels; upgrade can be done multiple times however each time the cost increases and effect decreases)
4
Units are now totally different! for this chapter there are too many things can be done, i will left it blank here. More spells and more unit abilities almost certainly equals more complex strategies, as well as better game balance.
5
In Clan Wars clans with all 6 factions are regarded complete thus somewhat enhanced, for example clans will receive bonus loots and 1% increase for attack if all 6 factions are presenting. This will make recruiting more interesting.
Other suggestions are welcomed.
This is just my very primitive ideas about TH11 and imo adding Magic Factions would make TH 11 much more fun and strategical, or even ultimate for COC, please give me feedback if this is new to you or you like the idea, thank you!



