I like it, but I do recognize the points people make when they say that clan castle variation is dead...
But I guess it's the way SC is going... before, it was that update that didn't let you lure the heros into the corner anymore...![]()
I like it, but I do recognize the points people make when they say that clan castle variation is dead...
But I guess it's the way SC is going... before, it was that update that didn't let you lure the heros into the corner anymore...![]()
Insert shat here
Ummmm....lightening spell does the same, plus takes out defense weaponry, balloons, etc. I have poison lvl 2 in my arsenal but I'm using lightening more often because it wipes grouped cc troops AND does collateral damage.
Answering the main question, I give a thumbs-up
Ummmm....relying on clan welfare instead of building and planning defenses is a "skill" in your view?
So you're saying since I've never been in a clan, never relied on clan welfare for my defenses, never gemmed and maxd each base before moving up...my half Lego full defense base isn't because of skill and strategy?
Interesting. Guess I suck air as a player while you could draw welfare assistance and be a stud.
Wow
I hate that I always misplace it :P
That's not even close to what I was saying, but sure go ahead and run with that theory and then draw up other conclusions to what I also didn't say and finally get offended by it at the end.
I'm referring to the poison spell/building HP increase update purely from the clan war perspective, not farming. Farming is merely an hour grind, something that I had available to me a year or so ago but due to a new career environment I had to dial back and thus can only focus on what I think is the best part of the game (what is/was certainly the most strategic aspect at least), which is war. You absolutely need to incorporate cc troops to succeed on defense, and as an attacker you had to incorporate your efficient cc draw/lure/kill into your attack or you weren't getting 3 stars on that base, sometimes even being limited to 1.
What I'm saying is that now there is no cc variety; what is put in the cc sucks (dragons/pekkas/hounds/pretty much all high HP units take up a ton of space/are slow/do terrible DPS per their capacity, they allow for the cc to be drawn out in a single second) and the cc has become an obsolete part of raiding. This, while simultaneously upping the HP on all buildings which wasn't needed (remember all those complaints about how easy it was to 3-star TH10s prior to them needing to bump HP? Yeah me neither) and was purely a money grab move so that trophy pushers had a harder time barching 50% wins up in high leagues (barch is [was] cheap and the most time-efficient troops, leading to less gemming), but Supercell's moneygrab move hurt the one strategic aspect of the game that I still enjoyed: clan wars.
By all means, you are probably a dedicated farmer and do well at grinding out resources. But then this poison spell doesn't really apply to you b/c more than half the bases you come across ever had cc troops in them, ya know? I'm talking strictly from the clan war perspective, and how it dumbs down the skill level required to succeed, and instead places it on lucking out with the matchmaking system (which is still garbage and should have been addressed if this was the route they wanted to go with this update).
I still think lvl 1 poison it's not OP..