This is by far the number one issue in this game right now for me and those I know.
We shouldn't have to choose between upgrading our bases and joining in wars, or be forced to massively cripple our clans attacking power for the sake of a base upgrade.
I think it would be a great idea!
It also seems odd to exclude heroes from clan wars, but they don't exclude upgrading defenses and such.
~CLASH ON!~
Join my feeder clan (Feeder clan: Trickadelphia, feeder to Flipadelphia LV4)
warning: I type too much. TR;DL of the below post: why not just go ahead and make it a separate training / spelling / attack castle interface? It's already a separate base...train for your attack over there in your war base, not in your normal base, then voila, your heroes are available for attack even if upgrading.
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So, if we're surmising the technicality / user interface being the main blocker, the whole offensive interface of clan wars could use a bit of a rethink anyway... I am still reeling from the exhilaration and confuzzlement of my first war which just happened not too long ago.
For instance, I found it a little odd that I needed to cook up troops and spells in my regular village in the first place, since I had this whole separate area just for my war base. Why wouldn't it just happen there?
If my army camps/spells were full of looting troops, I had to go burn them off in an attack before training my war army--lose my shield, if I had one (which war attacks do not do).
I would also have to hope one of my clan mates was online at the same time I am in order to request war troops just before my attack (don't have to be online at the same time for my defense castle to get filled, for example).
It would've made more sense to use the war base as the rally point for attacks too, and therefore have my war barracks/camps where I can train troops, war factory where I can make spells, and war attack castle where my clan can donate troops for me to use to attack. This would be separate from my normal village in the same way that my defensive base is. Adding that separation of the defensive base must have taken some amount of reworking of the code as it is--I can appreciate the challenges in doing that work again slightly differently, but hopefully it's not so daunting. I think it could vastly improve the ease of use and appeal of clan wars if everything about the clan war was separate from the normal base.
This could be a new screen accessed from the war screen (popup from a button in the corner, some panel in the war map, or somehow integrated into the home side of the war map) where the war training, spelling, and attack castle are available. Pop up the training facilities in a similar way to the training and spell screens of my normal base, just make it clear that they're headed to the war base once completed. Or perhaps, in the hopes of being the easiest path for the devs to follow, it is simply the same training UI grafted on top of the war base, where I train troops, order spells, and request clan castle troops the same way I would from my normal base.
On the other hand, with a reworking of the UI, my attack castle could (hopefully) work throughout the war similar to the way the defense castle does during preparation day. The attack castle could be filled/dumped at any time regardless of any requests for my normal clan castle. Army, clan castle troops, and spells are spent upon use of my first attack, so I have to train / fill again. I leave a message indicating who is the one I plan to attack, and my current training/army composition is visible to my clanmates, so that the donor can cook up the best possible troops.
Then, where do donated troops for the attack/defense castles come from? I suppose it makes little sense for them to come out of my normal village if everything else has been moved into the war section. Cook on demand--instead of drawing from my normal camps, I'd press the dragon button on the donation screen and out pops a new dragon in 30 minutes (or 7.5 if boosted). It takes my elixir (minus any clan perk refund), reserves the space in the castle, and prepares the dragon using my war barracks.
With everything separated like this, my offensive stuff is fully usable even if upgrading in my normal base. My heroes and spells and barracks are available at their last pre-war completed level. Thus, there is parity with defense. The only thing that I'd lose going this way is if I were in fact to finish one of those upgrades before the end of the war (either by dumb luck or by gemming), the new upgrade would not be usable (unless a case is made specifically for this--being that I currently can make use of completed troop level/spell level/camp/hero upgrades if I finish them in time--but that starts to get a little too deep down the what-if-but-then-however rabbit hole, even for me).
people who are signing are people who would rather see an easy clash than a balanced clash. everyone hated it when they make the elixir wall upgrades go to level 9, but the game was going downhill with it at lvl 7. Upgrading Heroes has a few downsides, and using them in war is one of them. I officially do not sign
My vote is a resounding YES!!
Right now not having access to heroes makes clan wars entirely unbalanced, and the truth is implementing this change would make ultimately make the game more balanced.
Why should there be a downside to upgrading heroes in clan wars when there is zero downside to upgrading other defences or offences (with spell factory as only exception) in clan wars?
Signed again
yes they should be available for attacking in clan wars during upgrade!!
AnmolG
signed
My thoughts exactly
<sigh> I have already explained this so many times on this thread... What you people need to understand is that this will not happen. Supercell would lose their main source of income, and it would be too difficult to change the programming.
Clash of Clans: stopped at TH 9, Level 99
My Thread: http://forum.supercell.net/showthread.php/417960-New-dark-elixir-troops-and-Pure-Elixir-idea