A few weeks ago I went for Champ for the first time and got it. At first I was going to drop back down immediately to farm because getting to Champ hurt my resources bad. Instead I decided to try Barching for the first time and stay around 3200. Yes, that's correct, I a TH 10 had not once barched before because I have always enjoyed using stronger armies. Anyways, I was shocked to find how amazing barching in champ is with the increased loot bonus. Once I got the hang of it I knew which base layouts to look for and it became easy to maintain trophies as long as I session raided on occasion. Believe it or not, I was able to session raid without the use of gems as long as I attacked well. A good attack included me using my army, 0-1 or 2 lightning spells, and using my AQ but not allowing her to get hurt enough to have to wait for her before my next attack. Unfortunately after a few weeks I just dropped back down to 2600 because I need to upgrade my AQ and do not have the time to session raid to maintain Champ easily. Now that I'm back down in trophies and farming, I once again hate loot.
The main point to this story is that I really enjoy loot at Champ (when barching), but those few weeks I was there was the ONLY time I've found loot to be acceptable. It was also the only time I've ever not had to worry about nexting more than a dozen or so times. For once loot actually felt right. I'm not saying that increasing the loot bonus once again is going to solve the loot system's problems. On the contrary, I'm extremely disappointed that SC's solution to poor loot was the recent loot increase. As great as the increase is, SC should accept that their loot system is once again outdated and CHANGE it.
In my last post on this thread I believe I provided some loot system changes that I thought up at the time that seemed much better than the current one. The fact alone that better possible loot systems exist and SC still has yet to fix CoC's broken one amazes me.
Let me first address a couple of my main issues with the loot system. I feel like a broken record when I say that my biggest issue with the loot system is that people recieve a greater reward for attacking an inactive base instead of an active base. If this was flip-flopped then players would competitively attack with their better armies so take out harder bases to earn greater rewards. Again I'm NOT suggesting we depend on the loot bonuses! My other large concern with the system is that players are basically rewarded for having their TH outside!! *Even during my time in Champ I found it much more rewarding to have my TH outside to save trophies, my storages, and especially the drag of wasting resources to re-arm traps, etc when my TH was inside (That ♥♥♥♥ gets expensive!)
This time instead of suggesting detailed loot systems which I thin are better than the current, I'd like to lost some individual mechanic changes that could be used by SC to change the loot system for the better. I'm not saying these should all be added, but this list could easily make the loot system more enjoyable and even more fair for players:
-Make the TH hold more loot
-The increased loot in the TH can all 100% be stolen by the attacker
-Take away ALL trap re-arm costs and instead require the TH to be (rebuilt) after it is destroyed.
-Whenever traps are bought or upgraded by the player, the cost to rebuild the TH increases.
-Whenever traps are used in a defense, they will AUTOMATICALLY re-arm afterwards as long as the defender's TH is not destroyed.
-When a player's TH is destroyed, the cost to rebuild it is equivalent to the traps that were used in the defense. Those traps will not re-arm until the TH is rebuilt.
-If a player chooses to not rebuild his/her TH, those traps will remain unarmed. During future defenses, the TH will appear only partly destroyed and have less HP. Therefor a TH that has not been rebuilt is weaker until it is rebuilt.
-The purpose of this idea is to reward players who successfully defend their TH by not having to re-arm traps. This also promotes leaving THs INSIDE.
-Increase the amount of loot a player can take from a defender.
-EX: Player A with the current loot system offers 65k gold, 80k elixir and 500 DE. After all normal loot system calculations are done, the offer is doubled to the attacker. So now the attacker can take 130k gold, 160k elixir, and 1k DE.
- While the attacker can loot twice the amount in this new loot system, the defender can still only lose the original amount. So if the attacker steals 100k gold, 150k elixir and 500DE, the defender only sees a loss of 50k gold, 75k elixir and 250DE.
-Loot caps remain unchanged. If player A (TH 10) would originally offer 250k gold 400k elixir and 2.5k DE, the attacker can only steal 400k gold, 400k elixir, and 3k DE.
-This added loot multiplier only affects a defender's STORAGES, not their collectors. This would result in actives more commonly offering better loot while inactive bases would not be affected as much.
-This added multiplier would promote players to attack active bases more over nexting endlessly for inactive bases.
-An attacker "sniping" a TH will earn a star but will not earn the loot bonus until the player has destroyed XX% of the base. My suggestion here would be 40% to make it more difficult to earn without a full army.
-This would still allow barching and other troop comps to be successful but would require the attacker to actually attack to win loot.
-A small resource bonus for winning a defense. This has been suggested by many before but makes more sense if implemented with some of these other ideas.
-This would again push players to move their TH's inside and protect them.
-There's plenty more. Again I just thought some of these up as I went. Some I already suggested but just got lost in this crazy thread. I may just create my own thread since it is probably even more of a waste of my time to post it here...
Let me know what you think.




