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Thread: Clan perks that would resolve multiple issues

  1. #1
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    Clan perks that would resolve multiple issues

    With the new clan perk badge system, i seen an idea for each level of progression, the leader having option to choose between 4 different upgraded perks which i really liked that concept. Two issues i see requested for change often are spell times and ability to use heros when being ug in war, im in agreeance of both issues, and believe my idea would be an adequate solution.
    After the new update, there are multiple clans at level 3 perk, after approximately 2 weeks or so? Not sure exact time. However the XP required to go up in Perk Level increases dramatically, which is where I deemed my solution to the issues previously stated a probable and not op solution.
    It took my clan 2 wars to ug to Perk 2, and about 6-7 to ug to 3, currently on our way to 4, however the process is time consuming and the time between each Perk Level only stretches further and further apart.there is not much time in between constant wars to ug heros and remain a serious contender. I love the warring concept and team participation but lets face it every 5 levels of ur hero is a small step for man one giant step for clan.
    My proposal is at Level 4 Clan Perk your Spell time be reduced by 20%, and donated troop still increase 1 level, or solely spell time decrease 30%, (hopefully clan leader choice eventually) but you could choose 1 and not the other. This does not apply to our clan, but a lot have all maxed troops and the troop level +1 perk does not benefit thrm.
    Also, I would like to see a perk allowing either a lower th member to receive the next th's spell type, automatically pop into there troops expendable menu at the bottom or if that's not a possibility, maybe add an additional spell slot (maximum 5 spells) so a th7-8 would get 4, th9 5, if current spell factory is up to par, possibly Perk 6? My reasoning is a lot of wars were matched highly disadvantageous with our 3 th10s, and 12 th9s against 6 heavily gemmed th10s that have less GG than our middle th7s, but our th9s should get a fair chance to at least 2 star a th10 and there double fernos.
    Lastly, at Perk 8, which would take almost a year to achieve if constantly warring 50 members, and achieving a star on every base and winning every war. Seems far away, however 250 skully walls seemed forever away when that journey/milestone accomplishment began. But my proposal is at Perk 8, or somewhere around there if it can not be applied before then into general gameplay, let the Primary reward be Heros ability to not only defend in wars but now they can also join beside there fellow army in attacks . I read stickies and numerous other posts pertaining this issue, there's my solution. I have not seen a mid say definitive "RULED OUT", however if its OP, maybe at a certain perk level, make it user choice, when heros r being ug, do u want them to attack with u , or do u want them on defense.. 1 and not the other.. Numerous possibilities, but I think the new Perk system has more to offer and exploit other than extra war loot and extra war loot storage. I'm sure I'll have multiple haters, however i think the idea is interesting enough to at least get some feedback. Let me know thoughts! Also, additional ideas or different mods would be awesome!

  2. #2
    Trainee
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    Honestly, it's me bumping this thread. I just was expecting at least a bash session of hate comments and when there was nothing, I'm sorry but i at least wanted to hear a little feedback!

  3. #3
    Forum Veteran
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    First off don't bump your own threads but I'll bite anyway.

    For the perks
    Perk Lvl4: Spell reduced cooking time

    Perk lvlx: An extra spell slot.

    Perk lvl8: Heroes can attack in war when upgrading

    First one I have no issue with, if they can reduce time for requests they can reduce spell cook time.

    The other two are way over powered and would create huge gaps in clan strength. Having a troop upgraded by 1 level will usually just allow more people to donate top level troops so the benefit while very tangible doesn't have a huge effect on overall war strength between two clans.

    Giving an extra spell is a massive boost as is having all your heroes for attacks and could surely make the difference in a war between two otherwise evenly matched clans. Supercell is looking to give perks not completely throw balance out the window.



  4. #4
    Banned
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    There are no issues. Working as intended. Stop whining.

  5. #5
    Forum Hero rwelshjr's Avatar
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    Quote Originally Posted by Coctaylor21 View Post
    Honestly, it's me bumping this thread. I just was expecting at least a bash session of hate comments and when there was nothing, I'm sorry but i at least wanted to hear a little feedback!
    It makes my eyes hurt too much so moving on.

    That's probably why so many others are passing on it too. Don't self bump.
    Last edited by rwelshjr; March 23rd, 2015 at 08:45 PM.
    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.

  6. #6
    Centennial Club
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    Feb 2015
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    I have read your text, but your suggestions are too overpowered.

    1 Extra spell is a huge increase of Attack Power.

    Actually your ideas wont resolve any issues i see it would just kill the balance.

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