Hier der Link
http://forum.supercell.net/sho…ve-feedback-to-the-update
hier die überarbeitete version
Constructive
Feedback to the Update
positive
aspects of the update:
-I
like the submarine its a nice
feature
to spend your surplus gold to
get some decent rewards for it
-The
daily reward is also a nice feature especially the fact of it
that
you can choose your reward and this will give the victory points
a
rewarding function
-the
envelope button unburdened the players
and
especially the supercell team because this will reduce a lot of
confusion
lets
talk
about
the things that I
dont like
and probably the majority of people will
agree
with me
Thee
troop balancing is obviously one of the hardest challenges your team
could have especially in that game most of the players play with
their tight troop/compositon and wont
upgrade
other troops
so a nerf of a single troop will get many players stucked
In
my scenario I
picked the warriors from the beginning of the game.I
picked
them because they are
the
troop which have
the lowest producing time. At
that time i really didn´t know how strong they actually
were.
The
warriors were a hardcore tactical unit before i unlocked smoke so
everytime i missed a shock bomb or a flare i basically lost instead
of 5 death warriors 15 or even lost my entire army.
When
I
unlocked smoke I
became super strong from 1 to the other second for evidence on hq
13
I
get to stage 9 from Dr.Terror.
Then
with one little hq level more there appeared the
smoke
then
my end
stage grew
up to stage
14 with just the smoke .
I
have to admit that it can´t be the key of insta rush with warriors
to the hq ingoring all of the
defenses
just with the help of smoke
Lets
talk about another fact why warriors became overused!
The
other troops are from my persepective really really unatractive just
in fact of the reason I
mentioned
earlier its because of the exortinate refill time of the landing
crafts.
I
am a player who ignore upgrading deffensives and tryhard to get a
powerful army. So
i cant go offline
during
raiding because I
would lose a high amount of my hard worked ressources. Thats
why I
cant
play with a troop which has high reproducing time and thats exactly
the reason why
I choosed
the
warriors at
the
beginning of the game no matter the fact that they were op
prepatch .
The
way you stopped the overpowerness of the warriors is not the way I
would choose if I
had the
opportunity
to change something in the game and
thats why I am creating this forum post.
Look
at the global rank players the high
majority
of them used warriors prepatch
and now they are
using
every combination with medics
just a
very slight amount of the top players still trust in the warriors.
The
problem of the warrior nerf is also that the
global high ranked players are
able to
change
their
troop compostion in a few minutes. But
the normal players cant do that because they havent the goods of
upgrading all troops so they have to stick with their
troop/composition and are ''fucked''
when their
tactic
become unusable.
An
important aspect have to be mentioned that the warriors are the only
meele
unit
in
the
game and it cant be balanced
that
zookas
or tanks with
the
highest
range
that the damage
is same
to the warriors
Just
to demonstrate the reducing damage and heal per hit and balance this
with more health.
my
prepatch warriors (Lvl. 11) had 681 hp and 338 dps 70heal
per hit
now
they have 710 hp 281 dps and
60 heal per hit (statue
no longer increases heal per hit)
now
my warriors (Lvl.11) have the dps of an old level 8 warrior (280) and
to „compensate“ that they
now have a minimal bit more
health still less than a lvl 12 warrior (721)
that are minus
16,97% damage and 16,7% less heal per hit
to
compensate that + 4,25% health this is obviously no excusse
(the
datas are without any statue so the raw numbers)
I dont
know how strong the ''sock'' launcher is but i dont except that thing
as weak but this thing will also affect the gameplay of other troop
composation so dont blame on this at the moment
the shock bomb
is not the gunboat weapon that you should nerf its
obviously the smoke which
makes the warriors op
Why
do you increase the reproducing time of the warrior? Thats exactly
the reason why i played them and
loved them you should make that
retrogaded.
Get other troops attractive that
warriors were instead of making warriors as
unattractive like the other troops are
It cant be
balanced that players with low level landing crafts can basically
insta attack and the mid
to high players are waiting hours for
their troops to reproduce
the new players arent really
affected by the producing time but more troops you can fight with the
more
painfull this will get so make this fair to guarantee fun in
further progress of the game.
At the moment 2/3 of my online time
is waiting to get my landingcrafts loaded and I cant go offline
because i will get raided
The
24hours attack ban because of being online more than 5 hours would be
easy exceeded if i would play with a troop with even longer producing
time than the warriors have so thats another reason to reduce
producing time of the troops
What are my
suggestions?
-The
time of reproducing a troop lowers the more troops died in the
battle
-The landingcrafts are even producing (no more scenarios
like loosing 9 guys and 6 of them from one boat waiting unnecessary
long)
-The producing
time of the troop reduces the higher the level of the landingcraft
is
-Basic reduce the time of every troop making them even to the
old warriors 2min per warriors not 3 like now
trust the new
refill time hurts a lot
-Make the warriors condign to be the only
meele unit the game
-Balance smoke
-Rebalance shock
bombs
-Medics cant heal during smoke
-The area grids of the
deffenses in the ice islands are hard to detect