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Thread: Why I believe the Grand Warden is making witch attacks too strong (and a fix?)

  1. #31
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    Quote Originally Posted by TheDevilsLuck View Post
    That is kind of the point of a freemium designed game. The more resource intensive and time heavy things should give you more benefit. This isn't dota and league. Balance means less money.
    In trophy pushing, that is the case, but it's been largely agreed that pushing is best when you can achieve a 2* and lose through a 2*.

    Witches at TH11 with the warden is an expensive army, and I agree that it should be easier to beat a base. However, it shouldn't be a steamroll attack for most pushers who tend to make terrible open base plans.

  2. #32
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    Quote Originally Posted by Chaylee View Post
    In trophy pushing, that is the case, but it's been largely agreed that pushing is best when you can achieve a 2* and lose through a 2*.

    Witches at TH11 with the warden is an expensive army, and I agree that it should be easier to beat a base. However, it shouldn't be a steamroll attack for most pushers who tend to make terrible open base plans.
    Here is how it works. People gem max warden and have an overpowered attack. Once people who don't gem start getting it; they balance it. So you are telling SC to punish the people who pay the most, when they paid to be a steamroller.

    It'll happen eventually, but when non-gemmers get to the steamroll area.

  3. #33
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    Quote Originally Posted by Superfinch30 View Post
    You were talking complete sense till the end there.

    Just to clarify something. Mass witch + MAX warden (or approaching at least) is still OP.

    Lower level wardens do not give enough of an hp buff to stop skellies being 1-hit by splash post-nerf, whereas the max warden still does.

    This means that yes, there is definitely a point in lv9 WTs in relation to witches, as they'll let you 1-hit skellies that are protected by bigger wardens.

    With me? I HAVE still seen 11 on 11 3* since the nerf, two of them in fact. Both were done with max wardens though, rather than the 3*s I had seen previously with wardens as low as 8.

    Or indeed, simple solution as devil's luck said...get more compartments. Not much else going to easily 3* a th11, why wouldn't you protect against the most obvious danger?
    I agree with you on this. My problem is that it's currently the most viable attack strategy for getting a 3* on any base, regardless of what it's like. I've seen anti 3* bases lose to a 3* through mass witches, and in my opinion, the only way a base should be 3 starred is through a well thought attack plan with the use of an opener, kill squad, etc...

  4. #34
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    you see it's threads like this which invalidate CoC as a game and makes SC rationalize balancing as if it's not contrary to the spirit of competition.

    And you pay for this too...

  5. #35
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    Quote Originally Posted by TheDevilsLuck View Post
    Here is how it works. People gem max warden and have an overpowered attack. Once people who don't gem start getting it; they balance it. So you are telling SC to punish the people who pay the most, when they paid to be a steamroller.

    It'll happen eventually, but when non-gemmers get to the steamroll area.
    People shouldn't be paying to exploit a problem in the game. It makes anyone frustrated at the incapability of making a solid defence. It's a two way system. People pay to boost barracks/armies and, yes, have higher level heroes or defences etc before those who don't pay. That's where it should end; easy wins without skill shouldn't be a thing in a strategy game.

  6. #36
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    Quote Originally Posted by samsneed View Post
    you see it's threads like this which invalidate CoC as a game and makes SC rationalize balancing as if it's not contrary to the spirit of competition.

    And you pay for this too...
    more context? You aren't being specific to your point.

  7. #37
    Forum Champion Micker99's Avatar
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    Quote Originally Posted by Superfinch30 View Post
    You were talking complete sense till the end there.

    Just to clarify something. Mass witch + MAX warden (or approaching at least) is still OP.

    Lower level wardens do not give enough of an hp buff to stop skellies being 1-hit by splash post-nerf, whereas the max warden still does.

    This means that yes, there is definitely a point in lv9 WTs in relation to witches, as they'll let you 1-hit skellies that are protected by bigger wardens.

    With me? I HAVE still seen 11 on 11 3* since the nerf, two of them in fact. Both were done with max wardens though, rather than the 3*s I had seen previously with wardens as low as 8.

    Or indeed, simple solution as devil's luck said...get more compartments. Not much else going to easily 3* a th11, why wouldn't you protect against the most obvious danger?
    No a max warden will buff skellies to 60 hps, one shottable by max mortars and even level 8 wiz towers. They don't survive any shots now, no matter the GW level.
    Last edited by Micker99; December 27th, 2015 at 01:06 AM.

  8. #38
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    I hope SC nerf GW and witch 3 and more threads like this to come.. Soon they will nerf it and nothing will be left for TH11 offensively and every TH11 rages on the forums again and those rolled with these combo will be happy 😄

  9. #39
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    Quote Originally Posted by JDon View Post
    I hope SC nerf GW and witch 3 and more threads like this to come.. Soon they will nerf it and nothing will be left for TH11 offensively and every TH11 rages on the forums again and those rolled with these combo will be happy 😄
    New levels and troops will be coming to the game. If they restore the balance of the GW and introduce new offence, the game will still be balanced.

    I'm not looking for the hero to be useless, just not exploitable by certain troops.

  10. #40
    Super Member tr0pheus's Avatar
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    Th11 allready better balanced than th10

    Th10 still is still not balanced after what...2 years?

    I like the fact that it Can be three starred. Before the witch nerf they were to strong with warden. But its not an easy 3 Star anymore

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