To me this is exactly what the update did although I don't really see ghost towns anymore - it didn't really kill the loot for me so much as make most army comps obsolete. While M3 loot looks subjectively "bad" and I'm nexting past huge swaths of broke blokes, the league bonus combined with a cheap army and elixir gains now being profit (even if only available in piddling amounts) sees me doing moderately well.
However.....thats doing moderately well with BARCH and an empty spell factory (I haven't cooked a spell in about two weeks). Throw in almost any other elixir troops or liberal spell use and the math gets dysfunctional quite rapidly. All the toys have been put back in their boxes and I'm looking at some of the lab upgrades that I was excited about and wondering if I'll ever even use those troops or if its worth bothering to save up 8 million elixir.
There's the question of 'how interesting is it to play clash of clans while utilizing only the first two troops unlocked in the game and without any spells?". My view is that the most tedious sequences historically in Clash were when you were new to a TH level, were forced to be stingy with elixir and therefore holding back on your attacks. This has now become the default play position of the game and it lasts on through late stage TH10.
It seems like 99% of the bases in M3 don't have enough elixir on hand to service the sorts of armies that would be required to attack them properly and I'm really not sure what Super Cell was trying to do with this idea. In a game where the player action is to attack, it might have been a good idea to, you know, not generate an acute scarcity of the attack resource.



