For Fear of Being Called a Troll

NateTheGreat

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Joined
Sep 24, 2018
Messages
159
Here's a thought.... Rebalance Stage 4 Back in Effect!

We should just talk about adding 2 more slots for coalitions and boost the defensive coalition %hp and %damage of defenders and buildings.
Also add a few more decoy traps and make decoy traps affect all attacking units including commandos.

Then we can keep using the AR as is, less 5* in war and more 5* in MP. Everyone wins. LMAO
 

~Kratos~

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Joined
Mar 23, 2019
Messages
162
I think AR would still be overpowered even with those changes. They could boost defense by double, it still loses to 600+% offensive power.

Fixing AR would be a much smaller effort for them than buffing defense again, practically speaking.

(Plus buffing defense -for- AR purely would leave you with 1 offensive option to fight, while fixing AR would return multitude of attack strategies)
 

No Angel

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Joined
May 1, 2017
Messages
1,386
I like the decoy traps idea. I guess more traps could be added. I'd love to see my city surrounded by barbed wires actually 😍 looks like real city!
I don't understand your title though, NateTheGreat 😆
 

NateTheGreat

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Joined
Sep 24, 2018
Messages
159
Because I'm joking, I really want BHG to properly balance the AR but they are probably working on another rebalance by the looks of how long it's taking to fix lol.
 

Xabar

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Joined
Dec 9, 2017
Messages
456
{[Fresh said:
}Kratos;n651956]I think AR would still be overpowered even with those changes. They could boost defense by double, it still loses to 600+% offensive power.

Fixing AR would be a much smaller effort for them than buffing defense again, practically speaking.

(Plus buffing defense -for- AR purely would leave you with 1 offensive option to fight, while fixing AR would return multitude of attack strategies)

Completly agree. Particulary with the text ().
Fixing AR would return multitude of attack strategies,. Iw 1 change and less new bug, vs docens of changes and new bugs.
 

Manifesto

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Joined
Sep 26, 2016
Messages
1,920
I'm curious about this 600+ boost everyone talks about. There's nothing like it in the stats.
I must be missing something.
 

sileepuppee

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Joined
Dec 5, 2017
Messages
385
I don't think more decoy traps would help unless it's against those player who have yet to discover how powerful/obnoxious ar using is. Maybe I remembering them being better when they first came out but you couldn't rally out once you triggered them. The troops wouldn't move until either the traps were destroyed or the duration ran out. Now you can just rally away or use ar and get out of there. If they actually stopped troops like they used to it would shave off some time but certainly not stop 5 stars unless the attacker isn't using enough ar. But yes I think just making 1-2 tweaks to ar would surely be easier than trying to change the stats for defense buildings in general. Either raise the tactic space cost, maybe cut down the duration, lot of potential to adjust it while still having it effective. Ar is in that love/hate area. I'm for hate but that's just my opinion mainly because it's removed the strategy from a strategy based game. For those that always had trouble attacking than you'd love it. Prior to the glory change and war matching system update we lost over 2k glory in 3 wars because their side had more ar than we did. The same being we lost just by time.

Other thing noticed as someone mentioned above, the war base troop capacity went down by 3. It's different but not surprising. It probably has to do with the new university research to further increase your alliance donated troop numbers. The troops you can request from alliance is correct but the war bases aren't affected by that which is fine by me. I was worried that war base capacity would reach 56 now that would be chaos.
 

SomeRandomPlayer

is this thing on?
Joined
Apr 18, 2018
Messages
503
Sally Ride and the Alliance Gate perk not applying to defense is a bug; it's not intentional; it'll be fixed.
 
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