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Thread: Heroes upgrade system is just wrong.

  1. #1
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    Heroes upgrade system is just wrong.

    Heroes upgrade system is wrong. I'm not able to play with my hero for 6 weeks so far. I always upgrade it and 7 days for for 1 level is just too long.
    Either you change the upgrade times OR, a better suggestion - make it just like laboratory upgrade.
    not inside the laboratory, but by itself. When upgrading, we will be able to play with the heroes, but their level stays the same just as before the upgrade. when the upgrading finishes, the hero will level up.
    They still should be fainted after dying in a battle, but just change the upgrade system, I just can't play with my heroes anymore.. (both level 20)
    I think this is a very good suggestion and it should be considered because it doesn't effect the balance of the game & more people will join wars because hero upgrades makes them stay out cause they don't want to fail their clan because their heroes are upgrading.

    Please consider it!

    Edit:
    some posts talking about the waste of builders, I don't mind if it will take a builder or not just make it playable
    Last edited by iNTeres; March 25th, 2015 at 03:59 PM.

  2. #2
    Forum Veteran BlahBlah161616's Avatar
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    I like this idea...

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  3. #3
    Forum Superstar WarrenJames's Avatar
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    Can anyone link reasons why requiring a builder, and massive lump sums of Dark Elixir, and improvement down time, and ever increasing regenerating times was thought to be a good idea?

    I've spent more Dark Elixir on my King than I have on expendable troops, easily 95-99% on King (and lab), because of the feeling I get more out of a reusable 'one time cost' troop, even though I very likely could have gotten more combat effectiveness spending all that Dark Elixir on Dark Barrack Troops. So technically, the argument that I wasted my Dark Elixir on my King, because I 'upgraded him too fast' for me to get enough use to out do the equivalent amount of expendable troops could easily be made.

    So why all these counter balance features?

    But yes, like the idea, which some of the countering balance 'features' were removed.
    Last edited by WarrenJames; March 25th, 2015 at 03:02 PM.
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  4. #4
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    i would like to have a hero lab or so as well.

    Free builder and i can use my hero all the time.

    The benefit of leveling BK/AQ after level 5 realy is low. It only sums up at the end.

    People who allready maxed their King/queen will be mad, but well, Supercell is making the game easier for newcommers. Like Adding Drill to townhall 7 and Second drill to townhall 8 =)

  5. #5
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    Totally agree. Upgrading Heros is such an unpleasant part of the game.
    I got nothing

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  6. #6
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    Quote Originally Posted by WarrenJames View Post
    Can anyone link reasons why requiring a builder, and massive lump sums of Dark Elixir, and improvement down time, and ever increasing regenerating times was thought to be a good idea?

    I've spent more Dark Elixir on my King than I have on expendable troops, easily 95-99% on King (and lab), because of the feeling I get more out of a reusable 'one time cost' troop, even though I very likely could have gotten more combat effectiveness spending all that Dark Elixir on Dark Barrack Troops. So technically, the argument that I wasted my Dark Elixir on my King, because I 'upgraded him too fast' for me to get enough use to out do the equivalent amount of expendable troops could easily be made.

    So why all these counter balance features?

    But yes, like the idea, which some of the countering balance 'features' were removed.

    Well, Supercell does it so people spend money, I think, since no one want to wait a week or have one or the other hero down pretty much all the time.

    You bring up a good point though, and I think a LOT of players make the mistake of sinking DE into their heroes before upgrading their dark troops.


    Consider this: BK 5 is a big deal, and most people rightly focus on this first. But once you've unlocked the ability, individual levels don't add much; they're really just stepping stones to BK10. Now, it costs over 150k to go from 5 to 10. Contrast that with 90k to take your hogs from level 1 to 4, and 60k to do the same for minions. Hogs 4 are part of the end game for TH8...they're really your best shot at 3 stars against other TH8s, and you can take them and minions from level 1 to level 4 for the same price as doing your BK from level 5 to level 10, so the troops are definitely a much better deal.

    Same thing goes at higher levels once your get AQ5 (personally I got AQ1 and then did hogs 5 before upgrading her at all bc she's pretty good at level 1 and it kept my lab busy while I spent my e upgrading camps). You can basically do 3 higher level troops (golems, witches, lava hounds) for the price of AQ 5 to 10, which go way further toward 3 starring TH9s or 2 starring TH10s than having an AQ10 will.
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  7. #7
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    To summarize the problem with heroes, I think SC is treating them like buildings, while players consider them to be troops. As a "building", they are unusable during upgrades, but they are usable in the defense of a war base, just like any other building under upgrade. As a "troop", they would be usable during upgrades, but they would be upgraded in the lab, where upgrades take place one at a time: this would slow down the game even more, and I do not think it would be acceptable.

    So what is the solution? I think hero upgrades should be instantaneous (like walls). This would solve all problems for us, but maybe not for SC, as they probably make lots of gems out of hero upgrades. OK, so let us increase the DE needed for the upgrades to balance things back.
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  8. #8
    Junior Member Monto6's Avatar
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    Totally agree with this thread heroes should be always able to fight even while upgrading (not includes recovering time).
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  9. #9
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    Quote Originally Posted by kdrakakis View Post
    To summarize the problem with heroes, I think SC is treating them like buildings, while players consider them to be troops. As a "building", they are unusable during upgrades, but they are usable in the defense of a war base, just like any other building under upgrade. As a "troop", they would be usable during upgrades, but they would be upgraded in the lab, where upgrades take place one at a time: this would slow down the game even more, and I do not think it would be acceptable.

    So what is the solution? I think hero upgrades should be instantaneous (like walls). This would solve all problems for us, but maybe not for SC, as they probably make lots of gems out of hero upgrades. OK, so let us increase the DE needed for the upgrades to balance things back.

    Won't happen. Heroes are some of the biggest moneymakers for SC. They are trying to make them available for attacking in war even when upgrading, but I think that's about all you're going to get.
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  10. #10
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    Well there has to be a balance between money making practices and game play. Can you imagine how much money SC would make if wall upgrades were not instantaneous? Why don't they make it a day per wall for a level 10 wall, for example?

    So yes, I gladly spend gems to support SC because in my opinion they have created an awesome game, but my attitude towards SC will change if I feel blackmailed and exploited as a player. And I feel that the hero upgrade policy at the moment is very nearly crossing this line.
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