
Originally Posted by
Haselthehoff
This update could be a sign that the game is starting to hit its limits. Supercell can always add more DPS to troops or defenses but the real obstacle is starting to become space.
With the current number of structures in a village, TH10s don't really have a lot of room to expand. This limits SC's ability to add new defenses; there just isn't enough space. That constraint for defenses can also limit what they can do for adding new troops (i.e. creativity for new troops is limited because they can't add new defenses to counteract them).
The other problem is that a number of upgrades require the max (or close to the max) amount of gold / elixir storage players can hold. This means that everything needs to become cheaper (changing the game's economics, wall upgrades are an example of this effect), allowing storages to hold more (would probably require a change to the loot system), or adding more storages (again space issues).
We may continue to see updates that consist primarily of enhancements to existing troops / defenses (easier to make without upsetting the games balance) until SC comes up with something drastic to allow the game to grow again. This could mean adding more space to villages, changing troop behavior and player control, or something more radical.
All changes also need to be considered for their effect on the game's economics. The ability to swap village layouts easily doesn't immediately look like a big deal but it has fundamentally changed the farming landscape. Now it is easy to use a resource protective layout while you are playing (logging on and off as your troops brew), raid what you need, spend your loot, and switch to something else before signing off for the day. This was a boon to the casual player who would raid, sign off, hope not to get hit, and then raid again. They could look to address this in the future as well.
Personally, I'd like to see them change how they treat dead bases. Rather than sweeping them to the back of the queue (where they are almost unraidable), start automatically re-arming them and sweeping the collector loot into the storages; then leave them out there. I like challenging bases to raid, and I like big kills. This could be a way to provide raiders more options and opportunities for big loots without watering down the gameplay with easy to crush dead bases / collector raids. Of course there could be other problems I haven't thought of yet with this idea, but I don't think more bases to raid (with functioning defenses) can hurt too much.