Well, defenses are slowly getting there. Gold and elixir overflowing, a little tempted to gem some stuff in lab tomorrow.

Started the upgrade of another cannon, I still have 1 cannon, 4 AT and 1 mortar to go before I’m maxed 🙂 I still have some traps but they will only take a week

Screenshot_2017-08-12-08-37-56

Some people are talking about earthquake spell:

https://forum.supercell.com/showthread.php/1582513-Sorry-to-bring-this-earthquake-spell-stuff-again

Really? Is it that hard of an issue to solve?

1) Increase their diameter by another tile, so it provides a huge advantage compared to jump

2) Scale their dmg to walls according to level
Lvl1 (TH8) – 4 of them to break lvl7 walls, 5 to break lvl8 and above, 6 to break lvl10 and above, 3 to break lvl6 walls and below
Lvl2 (TH8) – 4 of them to break lvl9 walls, 5 to break lvl10 and above, 6 to break lvl12, 3 to break lvl7 and below
Lvl3 (TH9) – 4 of them to break lvl10 walls, 5 to break lvl11 and above, 3 to break lvl9 and below
Lvl4 (TH10) – 4 of them to break lvl11 walls, 5 to break lvl12 walls, 3 to break lvl10 and below
Lvl5 (TH11 future) – 4 of them to break lvl12 walls, 3 to break and other level walls

This provides a good dynamic, to upgrade walls and to upgrade the spell itself. Upgrading the spell allows you to compete with similar level THs and do dips much easier. While walls have to be upgraded in tandem as well so that you do not get wrecked easily.

If you maxed EQ and walls at each TH level, then the only buff is the +1 diameter. If you had neglected EQ, then it is an overall nerf; if you had neglected walls, then it is an overall buff

Firstly, EQ is not rewarding enough to upgrade, so people do not upgrade it because there is almost no returns. Secondly, lvl1 is too OP because it provides all the benefits without any drawbacks. So the best thing to do is to reward upgrading it and punish people who do not upgrade walls.

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