A 150 global teammate rushed the missile silo yesterday, and posted his base as a friendly challenge. The difficulty was comparable to a 190-200 player without one. Except my losses were even greater, it was just that I managed to get through the rest of the base with my leftovers after the silo was dead. I have an atomic army - a 150 global should be easy. This isn't some secretly high level base that ought to be expensive to attack - level 7-8 walls, nothing close to max global defenses, not a ton of uni, I have rolled over it before. Adding one building took it to a completely different level.
This is a new game for global and atomic players in multiplayer, especially for low medal levels. As soon as these become widespread, you will have to treat every battle like a war attack - mercenaries, tactics, blessings, generals, count on losing planes. So 2 hours to retrain planes, and 4+ hours for full tactics. Pick targets carefully, because many won't pay for themselves. It won't take long for them to appear everywhere, because it will be every active player's top priority to build the first time they see one in action.
This should not have been released to GA, it should have been a AA exclusive building.
Paragraph 2 - The bigger issue here is not needing to use all that stuff, its the fact it takes ages to retrain them all. There is no reason why it should take 45 minutes to retrain a tactic. There is no reason it should take 30 minutes to retrain an Fighter Plane.
In CoC you have 3 Heroes(Generals) that when killed take 30min max to retrain. You dont have to use Oil(Dark Elixir) to train them, they just heal on their own. If they dont take damage they are available right away, like generals are now. They also have special powers. Currently without any research, Generals take 24 hours to "heal", so essentially i can make 2 attacks with generals before i dont have them for the rest of the day. That also means they arent there for defense either. And when they re-heal they dont go back to defense unless you spend oil to train them. I digress on my dislike for generals currently.
In CoC Spells(tactics) take 6 minutes to train without a "blessing". Our tactics with blessing take 3.375 times longer to train. I can almost have a full set of spells trained in CoC in the same time a single Tactic with blessing trains in Dominations.
The longest troop training time in CoC is 12 minutes for 2 of the tankiest troops they have, a few others have 10 minutes, a few more have 6 minutes, and most of the rest are all 2m or under.
The major difference between CoC and Dominations is in CoC all troops deployed are lost even if you win the battle. This is the only reason i could even consider in why it takes so long to train things in Dominations.
I dont want to see them add a new leader to make training etc faster, i want to see them actually balance the game without using the university. While several of you praise the fact that we are able to reduce the hunting/gathering time that should have never been in a research. It should have just been reduced. Same with the forest clear time.
They are trying to increase the length of time you need to max an account by "helping" us with QoL research when in fact they should just be changed at their base values.
Eventually I can only assume we are going to get more troops and more troop spaces, which means if you lose your entire army you can expect to spend 6 hours on tactics and 1 hour on troops and 3 hours on planes. There is no blessing that can help that. I cant believe they would even want us to lose our entire army and then be like, "well ill retrain and come back in 2+ hours to make another attack"
BTW i dont expect any of this to change. While i think the building should stay if done right, i see this more as a ploy to get more people to buy troop cards to use for raiding as well as wars. I think they have dug a hole they cannot climb out of in trying to keep this game balanced. I mean i dont know how any company could efficiently balance a pvp game where you have library research, university research, coalitions, troop cards, and blessings that all drastically effect game play in the many varied combinations you can have. The biggest example to show how poorly this game is balanced is the many worthless troops that are hardly ever used.