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Thread: Heroes upgrade system is just wrong.

  1. #21
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    Quote Originally Posted by WingChris View Post
    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 =)

    "The benefit of leveling BK/AQ after level 5 realy is low."

    Yep. They are too valuable to not have in war.

    Either the heroes need to be available in war, or maybe some limitation on troop use to cover for absences. Such as only being allowed to bring 6 troop types to war, with heroes counting as a troop type. Dunno.

  2. #22
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    Quote Originally Posted by kdrakakis View Post
    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.
    Instant walls are an incongruous luxury.

  3. #23
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    Quote Originally Posted by Xitra View Post
    This.

    I don't worry about putting my king to sleep to upgrade, except for war.

    Defense? He's not really a critical piece of my defense. Sure, an AQ is a little more critical, but so is an inferno tower or X-Bow. Those have to get upgraded too, right?

    Offense? Even if I boost my king, I still only get to use him in every 2nd or 3rd raid, because his regeneration time is already north of 40 minutes, and a full barch or BAM army takes 15-20 minutes. Boost barracks AND heroes, and you still only get to use the hero in every other raid, unless you manage to keep his health up during each raid.


    But war? Heck, I sat on more than 30k DE for 4 days to get through 2 wars before a weekend break, so I could start the level 9 upgrade. As a TH8 doing dragon raids, the king isn't critical, so I could have gotten by without him. But I didn't want to risk it. For TH9 and higher players, especially the ones doing ground attacks, the heroes can easily bring an extra star per war (at least one extra star between the two attacks). This is huge.

    Before the recent clan perks update, if you lost a war by 1-2 stars because a few people were upgrading heroes, that meant you got less war loot as a clan, and those individuals got fewer stars toward their War Hero achievement. Not the end of the world.

    But now? Now it means you miss out on 50 clan XP. If that happens in every war (likely if you have a big clan), then that could set you back several wars before you get those next perks. It was a minor issue before, mostly a matter of bragging rights. But it's a big deal now.
    > Offense? Even if I boost my king, I still only get to use him in every 2nd or 3rd raid, because his regeneration time is already north of 40 minutes, and a full barch or BAM army takes 15-20 minutes.

    Sometimes, I'm finding it really nice to throw in a healer/heal spell mid battle, and get rewarded with a fully recovered King at the end.

  4. #24
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    Quote Originally Posted by George1971 View Post
    > Offense? Even if I boost my king, I still only get to use him in every 2nd or 3rd raid, because his regeneration time is already north of 40 minutes, and a full barch or BAM army takes 15-20 minutes.

    Sometimes, I'm finding it really nice to throw in a healer/heal spell mid battle, and get rewarded with a fully recovered King at the end.
    Yes, but a healer takes 15 minutes and you lose 3 giants or 4 wizards or however you want to count that space. It pays for itself, but it also affects the type of base you can hit.

    Heal spell takes 30 minutes, so even with spell factory boosted, you can't do this every raid.

    Bottom line, you can't have your heroes every raid unless you're using them very carefully so they don't die. If your hero doesn't die or at least get close, you deployed him too late (he could have been doing more damage and being a better tank for archers/wizards), or you had very good tanking from giants/golems, or you're only using him for cleanup (after defenses are down).

    My king only takes 40+ minutes to heal. I can't imagine what it's like when he takes over an hour, approaching 2 hours. From a farming perspective, he might as well not be there. He'd only be useful in the hardest raids with the best loot. Maybe a last minute support troop when all defenses are down, time his ability so he finishes with full or nearly full health.

  5. #25
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    I definitely agree

  6. #26
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    OK OK, before we get too far into things, we need to define stuff so we are all on the same page.

    For one: What are the CoC Heros for?
    1. What was Supercell's design idea for players?
    2. What do players actually use them for?
    3. How do those applied roles change as they level?

    Two: Are things balanced? Supercell always overbalances conservatively, and goes from there, since it is easier to improve than to take away.
    1. Have balancing restrictions been removed before?
    2. What balancing factors are left?
    3. What restrictions can be incremental reduced?
    4. What restrictions are 'all or nothing' in terms of removing?
    5. What boosts and improvements can be done out side of these restrictions?

    Third: What do players want? Ultimately, players are the judge in this, and if over all it isn't fun, Supercell isn't doing things right (no offence)
    1. What are the most annoying factors?
    2. What can be done with those factors?
    3. Will changing those factors help?
    4. Would introducing a new feature help?

    So huh... yeah... We have a lot of questions to answer.

    Anyway, one new feature that popped into my head to answer the issue of regular use of Heros and regeneration times is Adjustable Levels.

    The Adjustable Levels feature would allow for a player to scale back a Hero's levels, down to a point they used to be, before becoming impractical for the previous role they were in before leveling up. This means for regular raiding, you can have your tank for raids, while in major battles, you can ramp thier power to full. Likely, it would be adjustable to every 5 levels, since the difference between each single level is so small, as to not really be worth it to fine tune things to that degree of detail. Besides, the Hero abilities are the more striking things about them, which are upgraded every 5 levels.
    Town Hall: 9 (Mid Stage) Level: 110+ Base Type: Back to a real one, as SC intended
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  7. #27
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    Quote Originally Posted by awesomness2016 View Post
    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.
    That is the part that frustrates me most, if I can't have them in normal play so be it.

    But when I'm getting matched against clans with lv 40 heroes, and I have one upgrading. It just makes the matchup terribly unbalanced.

    The higher level your heroes are, the more you get punished upgrading them in war. That is my biggest gripe with wars.
    Last edited by daz258; March 25th, 2015 at 10:56 PM.
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  8. #28
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    Idk about being able to attack normally while heros are upgrading, but during war, definitely!

  9. #29
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    thumbs up, but maybe only in clan wars can they be used

  10. #30
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    It's nice to see that everyone agree with that. Even not 1 bad comment

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