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Thread: Amazing Ideas! Please read!

  1. #1
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    Amazing Ideas! Please read!

    I've been playing this game for over a year now. I've dedicated probably too much of my life to this game and have given it a lot of study. I have decided to make a list of all of the features that I feel would benefit this game greatly, give new meaning, and open many additional strategies to give this game a refreshing new feel to it. Please read these and give a comment about what you think. I hope Supercell gets to see these and actually gives them a chance because they are really great ideas in my opinion!


    1. Spell creating time reduced. I think a big problem is the time it takes to create spells, even with spells on boost it takes an hour to make 5 spells for th10. I think ideally spells should take around the same time it takes to train a good army (not barch obviously). Rather than just flat out reducing their build time may I suggest a few options:

    A. Reduce the time to create spells based on spell factory level, (ex. lvl 3 factory takes 45 min to create a rage, lvl 4 takes 40 min, lvl 5 takes 35 min)
    or
    B. Reduce the time to create spells based on the spell's level. (Example lvl 1 rage 45 min... lvl 5 rage is 30 min)
    or
    C. Add a 2nd spell factory available at th9

    *Just imagine a th11 with a lvl 6 spell factory taking 4 and 1/2 hours to make 3 rage 2 freeze and a leap... somethings gotta change before then.

    2. Hero abilities. I don't think there is anything wrong with hero abilities currently, however, how about an idea to give heroes even more ability options that they unlock as they upgrade their ability every 5th level. So at lvl 5 the king would unlock the ability he currently has and it can still get better just the same way it does now. At lvl 10 he unlocks a new ability (option) like lets just make one up... leap, and he can now ignore the effect of walls for an amount of time. And as he levels up every 5th level, all of the abilities he has unlocked so far will get a little bit stronger. Then at level 15 he unlocks a third ability option, and so on (maybe 4 ability options all together for each hero that you can have unlocked at level 20). You will then have the option (next to the option where you set your hero to guard or sleep) to set your hero at which ability you wish to have him use in battle.

    *This idea would be awesome in my opinion because it will add a new dynamic to the game and greatly add more options to attackers depending on which base they will raid.

    3. Remake the Healer. We all know its true, Healers just aren't a good idea at th9 and 10. Even if they do survive and dodge the 4 or 5 seeking air mines around the bases, many times they just end up healing a small meaningless unit away from the group. May I suggest a few options to make them a viable option for attackers again:

    A. Instead of giving out a beam that heals one target with splash, they could change the way she heals by having her give out a wave of 5 beams to heal the nearest 5 units that need to be healed without splash, similar to how an inferno tower works. She can still heal in beams or waves, but no longer gives splash and targets 5 or so units that need to be healed that are within her reach of a circular radius around her (can be in front, behind, anywhere, just 5 or so units). The amount of targets she can heal could also be influenced by her current level.

    B. Change the amount of damage seeking air mines do to her by 1/2. If higher level healers could survive 1 seeking air mine, it might give incentive for higher town halls to use her again.

    *This could greatly change the game! yes! It would give those top guys incentive to use ground attacks again, and besides wouldn't her healing look really cool!?

    4. Allow clans to be ranked by Clan Wars also. Simply obtaining the most wins doesn't really demonstrate the accomplishments of how good the clan is in war. A clan going having 50 wins can mean many things, 50 wins 0 losses, or 50 wins with 70 losses... I don't think Supercell wants clans to show their losses and many leaders would get offended if people knew their loss count. I think it would be fun to have a ranking system that ranks clans based on their current war win streak. It would be nice to see hard war accomplishments by clans to get recognized. All clans would then be at an equal advantage to see who is the best (those who don't war constantly, those who do, even those who are a new clan). Everyone would have an equal chance and opportunity to compete to get the highest current win streak.
    *Losses wouldn't have to be displayed, nobody would get offended, amazing talent would be recognized, and it would give alternative ways to be on the top! its a win win.

    4. Other minor ideas that my clan has been thinking about:

    A. Allow heroes to be used in war even though they are upgrading. Just because someone in your clan is poor and can't afford to gem it done for war shouldn't make the clan have to suffer. Many in our clan are being pressured to gem upgrading heroes done, or not upgrade them at all, even though they cant afford to gem heroes every level and it is making those people feel discriminated, uncomfortable, and upset that they can't progress; I thought for some of those very same reasons the opt in/out feature for war was never implemented...

    B. Adjust the next cost not by the town hall you are, but by the league you are in. Not sure how this would change the game but my thought is that it would eliminate very low town halls up in masters and champions and even get rid of most town hall sniping all together to open up more storage raids available. It would also open up more farming options for high level town halls by being able to next more in lower leagues.

    C. Allow the loot penalty (for difference in town hall level) to only affect loot available from storages, and not affect the amount you can steal from collectors, mines, and drills. This would be a win win for everyone, town hall 10 would still be able to attack low levels (inactives only), but they would still let them keep all that they had earned by only taking that which they were too inactive to collect themselves.
    *This combined with idea B would really help th10 out with getting loot and pave the way for th11 to be possible.

    Thanks for reading!

  2. #2
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    #4 hero powers

    I like your idea on the barb king but I have a suggestion. When the barb king attacks the user gets to choose over his powers and he can only choose one in a battle. Otherwise everything else you posted sounds great to me

  3. #3
    Forum Veteran BattleBorn007's Avatar
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    Quote Originally Posted by Is0prene View Post
    I've been playing this game for over a year now. I've dedicated probably too much of my life to this game and have given it a lot of study. I have decided to make a list of all of the features that I feel would benefit this game greatly, give new meaning, and open many additional strategies to give this game a refreshing new feel to it. Please read these and give a comment about what you think. I hope Supercell gets to see these and actually gives them a chance because they are really great ideas in my opinion!


    1. Spell creating time reduced. I think a big problem is the time it takes to create spells, even with spells on boost it takes an hour to make 5 spells for th10. I think ideally spells should take around the same time it takes to train a good army (not barch obviously). Rather than just flat out reducing their build time may I suggest a few options:

    A. Reduce the time to create spells based on spell factory level, (ex. lvl 3 factory takes 45 min to create a rage, lvl 4 takes 40 min, lvl 5 takes 35 min)
    or
    B. Reduce the time to create spells based on the spell's level. (Example lvl 1 rage 45 min... lvl 5 rage is 30 min)
    or
    C. Add a 2nd spell factory available at th9

    *Just imagine a th11 with a lvl 6 spell factory taking 4 and 1/2 hours to make 3 rage 2 freeze and a leap... somethings gotta change before then.

    2. Hero abilities. I don't think there is anything wrong with hero abilities currently, however, how about an idea to give heroes even more ability options that they unlock as they upgrade their ability every 5th level. So at lvl 5 the king would unlock the ability he currently has and it can still get better just the same way it does now. At lvl 10 he unlocks a new ability (option) like lets just make one up... leap, and he can now ignore the effect of walls for an amount of time. And as he levels up every 5th level, all of the abilities he has unlocked so far will get a little bit stronger. Then at level 15 he unlocks a third ability option, and so on (maybe 4 ability options all together for each hero that you can have unlocked at level 20). You will then have the option (next to the option where you set your hero to guard or sleep) to set your hero at which ability you wish to have him use in battle.

    *This idea would be awesome in my opinion because it will add a new dynamic to the game and greatly add more options to attackers depending on which base they will raid.

    3. Remake the Healer. We all know its true, Healers just aren't a good idea at th9 and 10. Even if they do survive and dodge the 4 or 5 seeking air mines around the bases, many times they just end up healing a small meaningless unit away from the group. May I suggest a few options to make them a viable option for attackers again:

    A. Instead of giving out a beam that heals one target with splash, they could change the way she heals by having her give out a wave of 5 beams to heal the nearest 5 units that need to be healed without splash, similar to how an inferno tower works. She can still heal in beams or waves, but no longer gives splash and targets 5 or so units that need to be healed that are within her reach of a circular radius around her (can be in front, behind, anywhere, just 5 or so units). The amount of targets she can heal could also be influenced by her current level.

    B. Change the amount of damage seeking air mines do to her by 1/2. If higher level healers could survive 1 seeking air mine, it might give incentive for higher town halls to use her again.

    *This could greatly change the game! yes! It would give those top guys incentive to use ground attacks again, and besides wouldn't her healing look really cool!?

    4. Allow clans to be ranked by Clan Wars also. Simply obtaining the most wins doesn't really demonstrate the accomplishments of how good the clan is in war. A clan going having 50 wins can mean many things, 50 wins 0 losses, or 50 wins with 70 losses... I don't think Supercell wants clans to show their losses and many leaders would get offended if people knew their loss count. I think it would be fun to have a ranking system that ranks clans based on their current war win streak. It would be nice to see hard war accomplishments by clans to get recognized. All clans would then be at an equal advantage to see who is the best (those who don't war constantly, those who do, even those who are a new clan). Everyone would have an equal chance and opportunity to compete to get the highest current win streak.
    *Losses wouldn't have to be displayed, nobody would get offended, amazing talent would be recognized, and it would give alternative ways to be on the top! its a win win.

    4. Other minor ideas that my clan has been thinking about:

    A. Allow heroes to be used in war even though they are upgrading. Just because someone in your clan is poor and can't afford to gem it done for war shouldn't make the clan have to suffer. Many in our clan are being pressured to gem upgrading heroes done, or not upgrade them at all, even though they cant afford to gem heroes every level and it is making those people feel discriminated, uncomfortable, and upset that they can't progress; I thought for some of those very same reasons the opt in/out feature for war was never implemented...

    B. Adjust the next cost not by the town hall you are, but by the league you are in. Not sure how this would change the game but my thought is that it would eliminate very low town halls up in masters and champions and even get rid of most town hall sniping all together to open up more storage raids available. It would also open up more farming options for high level town halls by being able to next more in lower leagues.

    C. Allow the loot penalty (for difference in town hall level) to only affect loot available from storages, and not affect the amount you can steal from collectors, mines, and drills. This would be a win win for everyone, town hall 10 would still be able to attack low levels (inactives only), but they would still let them keep all that they had earned by only taking that which they were too inactive to collect themselves.
    *This combined with idea B would really help th10 out with getting loot and pave the way for th11 to be possible.

    Thanks for reading!
    1) Times are fine no
    2) Heroes are balanced now
    3) I only like A
    4) A:Yes to heroes in war while upgrading
    B: No its fine how it is if someone snipes there way up there the deserve to be up there
    C: Collector raids are already fine I get 250-300k each from collector raids easily
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  4. #4
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    Quote Originally Posted by Umar1124 View Post
    I like your idea on the barb king but I have a suggestion. When the barb king attacks the user gets to choose over his powers and he can only choose one in a battle. Otherwise everything else you posted sounds great to me
    Oh so you get to choose which ability while your in battle. Hmm... interesting, that would be even better, just don't know how much all that would flood the screen lol.

  5. #5
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    Quote Originally Posted by BattleBorn007 View Post
    1) Times are fine no
    2) Heroes are balanced now
    3) I only like A
    4) A:Yes to heroes in war while upgrading
    B: No its fine how it is if someone snipes there way up there the deserve to be up there
    C: Collector raids are already fine I get 250-300k each from collector raids easily
    Yes heroes are balanced now, but why not make them more fun to use or add more strategy?

    And for collector raids, yes they are fine for th9, most people quit the game at th8 making it very ideal for them, but those are only worth 125k-150k for a th10 who is paying 25% more in next costs on top of it.

  6. #6
    Forum Hero rwelshjr's Avatar
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    So want heroes to be active in war while upgrading. It is such a pain in the neck that they are not.

    But I have been given explanations on how this would affect SC revenue (they want guys gemming them to be ready for wars) I have tried arguing that I don't gem I wait. But the truth is I am quite in the minority on that. Most people just get out their wallet and SC is not going to want to have that change. I have to admit that regardless of how much so many of us want it, this is not going to happen.
    If everything angers you then you will spend your entire life being angry.
    If everything pains you then you will spend your entire life in pain.

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