Balancing Blog Series: March 2016 Update
Welcome to the new Clash of Clans Balancing Blog! Going forward, each update will now be accompanied by an in-depth explanation of the gameplay changes. Supercell is planning to be a lot more active in terms of balancing troops, defenses and gameplay in 2016. Rather than only waiting for major updates, Supercell will be regularly addressing offense/defense balance, troop viability and more, with the goal of keeping attacks interesting, exciting and rewarding of player skill. Supercell especially look forward to improving the dev team's communication to players with this effort!
Here are some of the upcoming changes in more detail:
Town Hall 11 Changes
- Grand Warden Life Aura and Eternal Tome range reduced slightly
- The Grand Warden's massive ability range and unique AI have made him a unit where placement doesn't matter as much as it should. A slight reduction in his range should help make Clash’s newest Hero a bit more challenging to place and play effectively.
Town Hall 10+ Changes
- Inferno Tower Multi-mode acquires new targets faster
- The Inferno Tower Multi-mode re-targeting delay was initially added a long time ago due to overwhelming effectiveness against Witches. With the latest Witch level in armies and donations, however, a speed increase is needed to help bring the defense back in-balance with even larger hordes of Skeletons.
- Town Hall 10 and 11 players are less likely to find each other in Multiplayer
- Now that more players have progressed to Town Hall 11, we can make adjustments to matchmaking that will result in less TH11/10 matchups. Note that players in Champion league and above will not be affected.
Town Hall 9+ Changes
- All Skeleton hitpoints reduced
- Skeletons spawned from Witches no longer trigger traps
This was the example with the Hog Rider before we introduced the 1.5x damage from Giant Bombs. Rather than simply making the unit too weak to be useful at all, this extra gameplay twist required Hog Rider enthusiasts to play with more skill to avoid traps and pull off a sweet 3-star Hog Rush. In a similar way, making Skeletons not trigger traps will leave mass-Witch armies vulnerable to an abrupt end via traps, unless the attacker carefully charts out potential hazards or uses a more diverse army to clear the way ahead.
- Goblin level 6 has been moved to Town Hall 9 (was TH10)
- X-Bow levels 2-4 damage increased
Town Hall 8+ Changes
- Valkyrie damage increased, hitpoints decreased
- Valkyrie starts attacking much faster after reaching her target - give her a try!
- Wizard Tower levels 5-9 hitpoints increased, greatly increased at later levels
- Defending Troops (but not Heroes) flee from Poison Spells if they are standing idle
Town Hall 5+
- All Dark Spells brewing time decreased to 10 minutes
- All Elixir Spells brewing time decreased to 20 minutes
All levels:
- Battle time limit reduced to be 3 minutes per attack once again
- Revenge attacks award Star Bonus and League Bonus rewards
- New building constructions can no longer be cancelled (upgrades can still be cancelled)
☆☆☆ Additional change log ☆☆☆
War:- Clan Wars matchmaking has been overhauled - details in the dev blog http://supr.cl/WarMatchUpdate
- War sizes 35v35 and 45v45 have been removed to boost other war sizes
- New stat "War win streak" in Clan profile shows how many consecutive Clan War wins a Clan currently has
- War Events menu has been redesigned to be much more readable
- Number of remaining war attacks can be seen from the Clan War button when outside of the war map
- All replays can be viewed directly from My Team/Enemy Team summaries in War Details
- "Star button" has been replaced with a bigger "War Details" button on the bottom-right of the war map
- Builder Summary: Tap the Builder icon to see all in-progress construction
- Tap an entry in the builder summary to select it in the Village
- When attacking, army selection bar shows left/right scroll arrows if an undeployed unit or spell is hidden off-screen
- Tapping the Loot Cart shows how many resources are inside before collecting
- Resource storages have more visual states to indicate more clearly how full or empty they are
- Exploding traps indicate their area of effect more clearly in battle
- Battles now end automatically if only a Poison Spell is remaining, and no longer end automatically if only an Earthquake Spell is remaining
- More replays are stored in the Defense Log and Attack Log, and are available for longer
- Army Overview shows time until training/brewing is complete, also accounting for active boosts
- Player Profiles unlocked units area reorganized
Stay tuned!
New Update coming!
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thanks for your advice
ReplyDeleteI was a really avid clash of clans player, and had some incredible competition with my class fellows. Good to see that people are still enjoying this game.
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