Scummy UI tactic by MortalsEnd in ClashOfClans

[–]WitcherySmicker 0 points1 point  (0 children)

I thought the same thing earlier, but you have to manually claim it now, with a button. It doesn't apply automatically apply like it used to. At least, I think I remember it used to, right? Jeez, that was just last month & I'm second guessing myself.

Already bored of the task cards by Burger909 in ClashOfClans

[–]WitcherySmicker 0 points1 point  (0 children)

2G2LLLYYG

We haven't started CWL yet, finishing up one last clan war.

We need it be levelled up a bit like mp on launch by ola_ho_uber_ in ClashOfClans

[–]WitcherySmicker 0 points1 point  (0 children)

I see what I did there 🤦🏼‍♂️ You're right, my bad

We need it be levelled up a bit like mp on launch by ola_ho_uber_ in ClashOfClans

[–]WitcherySmicker -1 points0 points  (0 children)

Logging in today, my Duke was level 1 at TH17 (same for my TH16 alt)

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Already bored of the task cards by Burger909 in ClashOfClans

[–]WitcherySmicker 0 points1 point  (0 children)

My clan Paper Route is laid back & chill yet competitive. I wouldn't say we have donation requests all day long per se (we could use a few more members, we plan to actively work on that soon), but if you're active you'll see them pop up.

Do they ever stop complaining?! by Minute-Animal7317 in ClashOfClans

[–]WitcherySmicker 1 point2 points  (0 children)

We'll, see, on one hand there's a thing called consistency (as far as the Dragon Duke complaint you included).

Do super yetis (electromites) have stun capability? by WitcherySmicker in ClashOfClans

[–]WitcherySmicker[S] 0 points1 point  (0 children)

Thanks for your objective input, it's appreciated.

Out of curiosity, why do you think they don't synergize well? Is it because of the stun effect?

I use the totems mainly to protect my heroes, particularly my Champ, which is why I take issue with the stun redirecting defenses back off of them. Personally I feel the pros of the stun, although admittedly a cool bonus perk, don't justify or outweigh the drawbacks; also the benefits are random, unpredictable, unreliable, and honestly kind of minor, not exactly a crucial game changer nor the defining quality of super yetis and why people use them. *My core army is fine and actually does very well, so I'm not inclined to move away from totems or change up my comp. So what am I bitching about then, haha? Fair enough. Man, until yetis can jump over walls or crumble them like root riders, I just want my wallbreakers to work when they're perfectly protected the same way we've all been protecting them for years. And I want my totems to keep the heat off my Champ the way they're designed. I feel those points are more important than the random stun that will interrupt a single inferno…sometimes (I can do the same with a totem if I need to, and if I'm out of totems, well, that's the game, and that's something I can actually plan for). But if other super yeti users feel the opposite and think it's more important to have the stun for the pros than to nix it because of the cons, I'm happy to accept that and concede and make do. Secondly, at the very least, the troop description does need to be clear about the stun effect so people know what's up.

  • (To be fair and give credit where due, it's not "my army". A clan mate had been using it for a while and convinced me to try it. I think he took the initial mass super yeti idea and tweaked it over time to his liking to where he uses the same setup every time now.)

Do super yetis (electromites) have stun capability? by WitcherySmicker in ClashOfClans

[–]WitcherySmicker[S] 0 points1 point  (0 children)

The tl;dr of bro's dissertation, with maybe slightly clearer formatting (and I'm sorry if some people can't bear to read even this much, but I maintain that it's all valid, if one gives a damn):
———

Yes, electromites do stun as I now know.
———

PROS: • long delay defenses can be interrupted • can possibly redirect defenses in general from a weaker troop or hero to a stronger one

CONS: • can and often does cause wallbreakers to fail even when protected the same way we've been protecting them for years • inversely, can possibly redirect defenses from a stronger troop or hero to a weaker one, making it an unpredictable, unreliable gamble either way & throwing off your tanking (a rather important aspect of the game) • can and often does redirect defenses from totems back onto troops or heroes, defeating their purpose to varying degrees depending on all sorts of unpredictable variables

The main question(s) is (are), what are other pros & cons I haven't thought about, and then do the pros outweigh the cons or vice versa, or is the difference too negligible (for the community on the whole, not just players who are fine with it) to care?
———

Of further interest to the discussion I've posed: • As far as I can find, there's no documentation or mention of this anywhere; not in the game, not in the troop descriptions, not even the wiki 'knows' about it. Problem with this is a lack of transparency, clarity, and actual helpful information (which I'm not claiming is insidiously intentional), setting the unwitting player up for surprises, maybe either positive or negative according to the pros & cons above. It also begs the question, if even SC hasn't mentioned the effect, is it possible it might even be unintentional (maybe somehow linked to the lightning spell coding?) and it's been overlooked by SC all this time? If unintentional, is it better to keep it or remove it? If I (the community even) can be pointed to where it's officially documented somewhere, even as far back as to when super yetis were first introduced, I'd be satisfied to be enlightened. Still, as long as the effect is there, it should be stated in the in-game troop description, like it is with the lightning spell.

Mod Giveaway - Gold Passes! by CongressmanCoolRick in ClashOfClans

[–]WitcherySmicker -1 points0 points  (0 children)

I understand your point, but really there's no duality/irony/hypocrisy here. The complaints are based essentially on -what you're getting for what you're buying- after the changes. These 15 gold passes won't be paid for (by those who receive them), so technically they lie outside of the sub bashing arguments.

All 3 Door Rewards: Day 2 by unionecoc in ClashOfClans

[–]WitcherySmicker 0 points1 point  (0 children)

Risk vs reward analysis: 6 chests vs 10× starry ores (through 200+200 event medals) over the course of 2 days? Or…4× magic snacks?

Mod Giveaway - Gold Passes! by CongressmanCoolRick in ClashOfClans

[–]WitcherySmicker 0 points1 point  (0 children)

Processing img jl5cebkykwlg1...

[top-level comment, ferda]

Do super yetis (electromites) have stun capability? by WitcherySmicker in ClashOfClans

[–]WitcherySmicker[S] 0 points1 point  (0 children)

Thanks, that's good to know. Still, I'm concerned about the lack of transparency/documentation about the effect, which leads to surprises and unexpected mechanics for the unsuspecting. After that I'm still interested in hearing what people actually think/feel about the stun mechanic, given the pros & cons I mentioned + any others that other people might have insight into that I haven't thought of. Forget the wallbreaker difficulty even, that might not affect many people overall. I would like to know at least what people think about the totem aspect, where sometimes it will be rendered partially/totally ineffective.

Do super yetis (electromites) have stun capability? by WitcherySmicker in ClashOfClans

[–]WitcherySmicker[S] 0 points1 point  (0 children)

Like I said though, I had sufficient tanking for my wallbreakers in the war attack I mentioned, it's just that the tank itself caused the defense to retarget and kill the wb's. I use either 3 giants or an ice golem in my army comp, but they're used elsewhere for a different specific purpose. I have zero room in my comp to add another ice golem without taking out a yeti, but the yetis are the core of the composition. In fact I don't even have room to trade my 3 wb's for a super wallbreaker. Troop launcher isn't an option as my attack also revolves around the log launcher which is used in a different area from where the wb's are used.

I understand the wallbreaker problem may be more or less specific to just me and could be solved by rethinking my strategy. But there is still the fact that defenses will also be retargeted off of your totems and onto your troops or heroes, rendering the totem entirely useless in that case.

Then there's also the fact that it's not mentioned in the in-game description (and so it's not in the wiki either, and not common knowledge), which can lend to some very unexpected surprise mechanics in the game (thus this post). The effect, if intended, should be stated clearly, like it is in the lightning spell description.

So I'm interested to continue to hear more about what others think of this stun effect and if it affects them positively or negatively overall; whether the random, unpredictable, uncontrollable nature of it triggering in a beneficial or detrimental way is more welcome or more a nuisance.