
Originally Posted by
Goobers
And that scenario is only temporary. Once you finish your upgrades at your TH level, you are no longer restricted by the minimum loot required as a factor of builder cycles. And you bet, I did a quick add-up of the defensive building upgrades at the highest TH10, the highest TH level, and the number of upgrades is 91. I ignored traps b/c those take 2 days or less to do, and roughly 15-20 of those 91 upgrades are new building catchups which take less than 5 days to do, so you can plan your builders to still free up on a daily basis then. So, for a TH10 player farming 4M elixir a day, which at that level/loot penalty I think we could argue is probably up there with the most efficient farmers who exist, he will sacrifice about 70-75 wall pieces and only from an elixir perspective. That is like the worst-case scenario for wasted elixir in regards to wall upgrades.
If this solution fixes the economy for all TH levels, essentially bringing it back to on par with the pre-"elixir for walls" update levels, but still allows for elixir to be used for walls keeping it from being useless, is a dropoff of a hypothetical at-worst 30% reduction in wall progress at the last level, if you were to only use elixir and not gold on them, a fair compromise? For the majority of TH10s, more than likely you are nowhere near close to putting a dent in zap walls by the time you finish your upgrades allowing you to have at least one builder constantly idle, but even if you went to Clash of Clans school for Resource Management and got your Ph.D in it, like a 30% dropoff if you for some reason ignore using gold for walls and only do elixir. Keep in mind the alternative where elixir was never allowed for walls, and how much of an improvement that still is from back then.