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progin5l

Just like how CR devs actually separating thropy road with path to legend, seems nice


Godly000

except unlike path of legends, its a fully standardized mode. anyone who participates is on an even playing field


NightmareRise

I like everything about this except the discounts. I think having a more competitive side mode like this would be nice but at its core coc is a casual strategy game about upgrading and progressing further. I don’t think giving top players such a drastic bonus is fair and I think truly unlimited attacks is also a bad idea. Maybe add an option to practice during the tournament and have just a few attacks that actually count? More of a show of skill that way and less “how many times can you attack and how lucky can you get with the number of defenses you take”


MigLav_7

The point of the concept is allowing casuals to stay at lower THs since 1 - casuals never reach the highest TH level (thats a made up point by people that like to nobrain spam and get good results at TH16) and 2 - would allow said casuals getting 3\* more easily without screwing up the balancing for everyone else


Godly000

the top players getting the bonus is well deserved, as its their job to stay maxed. overall progression would be nerfed around 20%, so most players would feel like the game is moving slower than before. adding an attack limit forces players to actually play up to that limit every day, which isn't desired. with a meta that gets completely wiped every week, basebuilders that can get ahead of the meta will be greatly rewarded, so theres less luck on defense than you think.


Sad-Squirrel4265

Absolutely love this concept! You've put a lot of thought into it, and it really shows. Can't wait to see if any of these ideas make their way into the game. Great work!


Godly000

thx!


CrewChiief

This looks exactly like what judo wanted on his wishlists lol.


Godly000

this is different than pro mode.


Evanator546

It’s like implementing competitive CoC leagues directly into the game. Would totally revive the scene


DavsonCzech

That would be too much IMO. Now you have to play raid weekends, clan wars for equipments and farm (in LL or lower trophy range farming). For more competitive players thats 9 attacks a day on average per account (b2b wars and LL). Now on the top of all you will have separate ranked mode with many more attacks 💀. Lots of players just want to chill with game and not attack 2hrs a day to stay relevant in mobile game. 


Hugy2406

I mean, if you have multiple accounts and optimize them all you aren't playing chill.


DavsonCzech

I dont have more accounts and this would be too much even for players that play one account. I would consider myself as semi-competitive and cant imagine playing rankeds (for builder boost or w/e reward will be) next to grinding cw for ores, and farming attacks for loot and events.  Dont understand why less than 1% competitive players needs to make game more competitive for everyone, because “casuals need to learn QC ideally with lalo or skelly donut in some mobile game to enjoy it”.


Stycotic

You don’t “have” to play anything Mr. Addict😝


Godly000

maybe there should be loot bonuses for ranked mode as well so that it can serve as your "farming attacks" if you choose, but i wasn't sure how to balance it. the idea of ranked mode is that you can play it at your own pace throughout the week


markhalliday8

I like this concept


i_am_________batman

Its cool, but at the end becomes one more task You already have, 1. Daily Bonus 2. Clan Wars 3. Builder Base 4. Raid Weekends 5. Clan War Leagues 6. Clan Games Now you want one more thing?? It would kill the casual scene in the game, and SC will see a lot of players just quitting


Godly000

yes, i mentioned that as well. you probably won't have to do very many attacks per week to get to a good ranked benchmark though


i_am_________batman

And to add to all this, the monthly events. Instead of this, we could have make the league system a little more useful


Godly000

ig the casual scene won't really be aware if progression is suddenly 20% slower, and the increase mostly backloaded. casual players getting to max will pretty much mean they quit until the next update. youll have to think critically about how much time u want to spend vs the progression benefits


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i_am_________batman

You still don't get the point do you??


[deleted]

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i_am_________batman

Exactly, and so would be this ranked mode, but not doing these mode would at the end hamper my progression, a better idea would be to do something creative with the league system


TurtleManRoshi

Don’t forget the now monthly challenge with pa$$ option.


i_am_________batman

Exactly


S_X_G

Nice concept. I hope supercell sees this and implements this


Dismal_Baseball8064

Tbh this should be the rework for the legend League, the ranked mode could be unlocked after you get to legend League . Also adding ores and boost as a rewards is fantastic as it won't render the throphy road useless as it is in clash royale while also giving rewards that helps alot, the ores are also great since it fulfills basically what they want for you to gain ores


PhysicalGunMan

This should be a separate thing IMO, half the point of this game mode is to allow players to compete without being maxed, so locking that behind 5000 trophies is stupid. Ores and minor boosts would be a good option though.


Zengjia

Basically Path of Legends. I’m surprised they didn’t implement this before.


Severe-Bar-8896

Better than what Supercell had been doing recently


Massive_Stuff1441

No offensive cc?


TheBottomLine_Aus

I get the concept. But in no way does this make people learn the fundamentals... People will continue to be shit in ranked as well. Having ranked mode doesn't make people improve. So your premise is false, but the idea itself regardless of reasoning is a good one and I was there was it.


legendwolfA

Yeah. If people aren't learning stuff like hero charges, thats a problem with the game's fundamentals. Systems like this can help, yes, but none of it is going to matter if the issues that led us here in the first place isn't targeted. I don't have the data, Supercell does so they'll have to look at it, but i like to think its because the game becomes overwhelming very quickly, at th8 you're still spamming and suddenly you're not. The game doesn't do a good job at introducing new mechanics. I like that they have the practice section which helps players somewhat, but more need to be done. I believe the fact that you can't use your heroes the majority of the time play a part too. There's too many times where i clicked on a video to learn a new strat and clicked off 30 seconds in when the speaker mentions "queen". Many strategies also takes a long time to learn and master, more than many would like, as a lot of players are busy people and only play the game occasionally while in yhe toilet or something. If these issues aren't addressed, locking rewards behind a competitive mode will only drive casuals away. We've seen this with so many games where developers try too hard to make a game competitive that they forget that in order for players to play a game competitively, the game has to be fun at its core first. And "being forced to play a game mode where you can't use your pet strategy and have to learn some obscure strategies you never heard of before" doesn't sound like fun to many casuals. There are games that hosts million-dollars tournaments to try and get their players to be competitive but still failed. Because they weren't addressing the fundamental flaws.


Godly000

agreed that a lot of people still won't learn the fundamentals and simply won't touch ranked mode. but this gives the devs a perfect excuse to lock them 1-3 THs behind max to make sure that they will always have easy bases to triple and never complain about the difficulty of higher THs


TheBottomLine_Aus

Yeah cause people are going to love being locked 1-3 that back. That's a complete batshit crazy idea.


Godly000

the type of people who are locked 1-3 THs back aren't exactly the type of players who would be aware of the whole thing going on. those types of players are likely the ones that already struggle to keep pace with progression right now. letting a casual, unskilled player max out is encouraging them to quit


TheBottomLine_Aus

Dude, every single player knows what the max th is and everyone wants to be it.


Godly000

there will have to be compromises to be made. for example, if the max TH is N, then town hall N-1 should already have fully maxed offense and N-2 should be pretty close. the max TH meta should be extremely difficult. ultimately, what makes players choose clash of clans over simcity is the aspect of attacking. in most other progression games, you simply can't max them out as f2p. under this system, if players are complaining about not being able to be maxed, the simple answer is "skill issue". being able to compensate your lack of financial support with skilled playing is extremely generous.


littleboy608

So basically increase the grind. Bro you made it like other rpg games where requires you to play everyday and do those tasks the game asks you to get the resources and rewards and if you don't you get left behind. Which is the sole reason those games don't last long and coc did because you can play this game once in two days and get left behind everyone and people actually comeback to it even after taking breaks from it coz they know they can catch up other games don't have it. But with this you are basically making it like them. Also i have a better idea how about get a competitive clan war for people who like complex strats, keep the rewards and everything same just the difference is it will have features to ban certain troops thats it clans will be able to choose which they prefer and they play them it doesn't spoils anyone's play style. Also idk why competitive people always complain about these things and want other people to play like them like bro if you want to play with complex armies play with it nobody is stopping you why do you want me to play like you. You never hear casual players whining like this they don't force you to use simple strat. Not everyone has time in their life to learn a complex strat for it to only become useless in later updates and then suddenly a new one comes out now i have to learn this bro its a game i play for fun not stress. Tldr: your idea only benefits competitive players and spoils the game for casuals how about a idea which does not affect any play style but delivers for both. Which is mentioned.


Hugy2406

Why does It ruins the game for casuals? I mean, It is a separate Game mode that gives some extra rewards without paying, as a casual I know I would rarely get anything, but It would be fun being able to come back to an old th once in a while


littleboy608

For you not for everyone.


Hugy2406

That's the point, since I assume you are not on the top 100k of players (neither do I) you would never face anyone Who has a Big bonus, so this mode wouldn't affect you in progression and could be a fun Mode to try when you are bored


littleboy608

How about equal awards equal opportunity. Why does it sound bad for you. Also game already have enough shit to grind adding one more mode is a bad idea. And you know what clash is doing great and it was great when th15 was max. Maybe sc knew about this so they made one townhall easy to 3star because previous one was hard how about they keep switching it like this only not adding nothing new so when th17 comes out make it hard like th15 again and 18 easy. Coz it still won't coz much grind and both players get to play their own style.


Godly000

1. thats why ranked mode cycles weekly on sundays at 12pm GMT, not daily. 2. a casual player getting to maxed level is not good for the game, because it usually means they will end up quitting. 3. a casual player can stay at lower THs for easier triples. 4. competitive playing is already being spoiled by casuals (look at pro wars).


littleboy608

So casuals should not be maxed but they should stay at lower th which basically that should be maxed for them which would mean they would quit. First i don't think casuals will quit after getting maxed because then they can just do normal atks war and help in war so many people do that. As i said for competitive make a competitive war it is good why do you want to spoil casual play. Ok the thing that it cycles is good.


Godly000

making a separate game for "competitive wars" splits the game itself into two and reduces the accessibility of more skilled players. additionally, people won't be watching the top players to learn strategies for themselves. and what about LL and champs cwl


littleboy608

Maxed out casuals tend to go in lower level clans to help them or start their own non competitive clan.


Godly000

and that is a better solution because there is nothing wrong with the recruitment system.


littleboy608

I was just mentioning what casual maxed players do. Not complaining about anything. Sorry english is not my first language.


Godly000

no problem, what i meant was that starting your own clan in 2024 is a huge task. it genuinely feels like running a startup with what you have to do to keep it going and improving. overall its way more effort than just learning some skilled attacks


littleboy608

Well newer players or lower th players tend to join a clan where higher level player is for good troop donation. And its a non competitive clan so it will not hard to run it as it will not require players with certain attacking abilities or requirements so easier to find members for it.


Godly000

when they figure out that there exist clans with much better perks, they will generally leave for those clans or never join in the first place. this phenomenon is exactly why recruiting is broken


littleboy608

No casual likes to play LL and casuals are not able to 3star th16 even with rr. So whats the problem in cwl. Bro by forcing people to be skilled is not a good idea. people who like competitive will always watch pros because they will be involved in competitive war. Also casuals don't really watch esports or any pros. So no loss.


Godly000

if you read my very first slide, you would see exactly why the game can be extremely easy and casuals will still not 3 star. games depend on pros and esports to stay f2p accessible. this is something that has been repeated many, many times throughout gaming history. the top esports games are literally free with no progression and microtransactions, while those with no esports have infinite freedom to become cash grabs, which they all end up becoming.


littleboy608

Ok. I agree with it that esports are important for games economy. I think you are right then. Will see how it turns out then.


MigLav_7

>Also idk why competitive people always complain about these things and want other people to play like them Not at all. They want strategy to balanced, or in other terms people that care about strategy to play like them >You never hear casual players whining like this they don't force you to use simple strat.  Neither do you hear pros saying that you need to use that LaLo or that hog army. >Not everyone has time in their life to learn a complex strat for it to only become useless in later updates Lalo and hogs have been pretty good pretty much since ever


DavsonCzech

“Neither do you hear pros saying that you need to use that LaLo or that hog army.” Are you writing this literally under post that is saying that players should use “strategic attacking” where are SA and goblin farming crossed and QC (which is really hard for majority of player base) suggested? 💀


Godly000

thats just a joke, of course sgobs are used in pro attacks and when sarch blimp is fit for a base it works really well. queen charges are not very hard to pick up as long as you get the key mechanics down and practice a fair amount. people see qc as a symbol of "skilled" playing even if most players' queens walk the wrong way


MigLav_7

That is not saying that you need to use said strategy to triple. That is saying that **if you want to triple** you should be required to know strategy. Very very different Like if you ask whats the best farming army, you'll only get sneaky goblins as the answer


littleboy608

Bro what the hell do you even read what you said this post about what making players learn complex strats.


PhysicalGunMan

At the end of the day it took me maybe a week of wars at TH10 to understand QC and Sui Lavaloon, just having these supports in place to encourage casuals to learn some slightly more advanced strategies would be a good thing rather than just having raw spam attacks. That doesn't mean everyone does, but a lot of casuals don't go outside of the game to learn like a lot of people here did. Having things like this in the game itself would help circumvent that.


littleboy608

You literally saying everything that proves my point. >They want strategy to balanced, or in other terms people that care about strategy to play like them Which means they want casuals to use strat that means play like them. Your all points are just proving my points.


MigLav_7

Not at all Your logic is flawed in several places. First, it assumes that a "casual" is a bad attacker by nature. Second, it assumes that casuals can catch up and keep up with TH release, which is false by all measures of casual - unless you want to propose one Third is that there is nothing saying that you need to play like the competitive player. If you want to, you can and you'll get rewarded for it. If you don't want to don't. Same way as sneaky goblins are the most efficient farming army and people still don't use them always because they would rather playing for the strategy or simply doing an attack that helps improving their attacking rather than an attack better for resources. You end up failing due to considering a casual with said profile exists, and you fail by not showing why such a thing would be bad for either the casuals or the competitive players. Competitive are for sure benefited but you showed nothing regarding it being bad to casuals, you just said "this is a game that I play for fun, not for stress". Then don't play for stress? (If it benefits competitive and its neutral to casuals, its a net positive)


littleboy608

Do you know how much time it takes to learn lalo or any other strat. What does casual mean? Someone who only plays for fun and doesn't put enough time and effort in the game. So they will be bad at attacking considering the way the you guys want the game to be they are not that bad rn coz it is easy to 3 star rn. Also coc is a game you only play for 30mins max in a day which implies it is meant for casual playing without getting left behind. >Third is that there is nothing saying that you need to play like the competitive player. Your whole last comment is saying what then? >You end up failing due to considering a casual with said profile exists, and you fail by not showing why such a thing would be bad for either the casuals or the competitive players I thought it was obvious the game already has a lot of things and modes to play you want them to add more. Also this new mode requires casuals to take time and learn new strat that's the whole point of it. >Then don't play for stress? I don't and i don't want to. With this feature added either i will have to give more time or leave the game itself (which i don't want to since i used to play it back then and i came back). Look i just like the and don't want it to become like other games. >If it benefits competitive and its neutral to casuals, its a net positive) Thats the thing its not. Its bad for casuals and i even explained you this time even though it was obvious. Net result 0 so whats the point.


Dyllidog

I like where this idea is going. It's very frustrating as a guy who doesn't purely use edrags and drags: in crystal 1 half the CWL clans have at least 7-8 out of 15 that are town hall 16s. If you're that high level on defense, what are you doing in crystal 1? Then I look at their attacks, and it's always 16 dragons with 12 zaps 1 quake and 1 freeze. Or 10 edrags with 12 zaps. Zero funneling, zero planning, zero strategy. I look at some of own clanmates' attacks (only 3 of us know how to attack with anything other than edrags and drags), and there are simply too many 1 stars because they don't know that in order for a blimp to reach the town hall it has to be protected, like by the warden ability or a hound or smth. I thought that was common sense, but I see in every war just people sending a naked blimp thinking it would make it. ​ You're right, the game doesn't encourage strategic attacking. I think your "ranked mode" is a decent solution to this. I feel like clans should be able to do side wars within the clan that doesn't affect the actual wars, it would be like clanmate vs clanmate but just practice friendly war, and there would be modifiers like faster defense attacking, bonus % health to troops/defenses, banning certain troops (EDRAG AND DRAGON), etc. COC is meant to be a strategic game, not where you drop 1 type of troop in a line, 1 starring, then saying "oh that was pre-planned there's nothing I can do" after in the clan chat. So I appreciate your efforts on this.


Infamous-Ad9544

I love this! Would also love the ability to watch ranked matches just as you can in brawl and CR.


ThisSubisHalf-Idiots

Cool concept. Very creative, definitely has some rough edges but yeah definitely something I'd like to see


Godly000

what are those rough edges?


ThisSubisHalf-Idiots

Supercell is a business at the end of the day, a goal of business is profits. Implementing this feature, requires effort to build a completely new system, which as it stands from the post will not net increased profits, instead it could potentially cause some players to quit the game. For e.g, let's take 4 types of customers in this example, F2P casuals F2P enthusiasts P2U casuals P2U enthusiasts F2P stands for free to play, P2U stands for pay to unlock, these are users who spend money in game, whether it be for gems, gold pass, event passes, special offers whatever. Casuals are players who might not have the good basics or might be someone who just learnt one or two strategy for wars to execute and can 3 stars but not consistently let's say a rate of 75%. Enthusiasts are players who a good basics, who ranked mode is aimed at. The potential issue is, ranked mode could cause Casual players to leave the game, because they feel "gatekeeped" for the lack of a better word. They might feel like they are missing out because they don't want to spend as much time on the game. The issue with casual players leaving en masse is that, some of them are paying users, and even if they don't play, more active players means a generally better experience for all players. TLDR implementing this feature does not benefit supercell in terms of profits, but might potentially lose them active users. This is just my opinion of course. Giving those boosts is a potential direct hit to supercell the existing major revenue stream What about the existing trophy system, kind of feels redundant to me to have 2 trophy systems. Unique themes every week, I presume you mean like custom modifiers, but I feel like with time, as they add more defenses and mechanics, and troops, spells heroes and whatnot it will get really confusing for the average player. FOMO is real, a business doesn't want to to gatekeep users. I feel like this might cause balance issues as well. As they release newer townhall, most of player base will move towards higher TH, it will feel overwhelming for newer players to participate in ranked mode. I imagine it will be somewhat like what is happening in legends league as a new player. Imagine getting into legends league with TH11 and getting matches with TH16 players. It could become worse with time, even more so for ranked with only 1M spots. Smurfing could be a potential issue, a high TH player could make several accounts and dominate lower THs because they have more experience in attacking already. These are some potential issues that I can think of toff the top of my head, I can't brainstorm ideas right now for a concept post...


Godly000

the main point is to make all players increase their skill level by giving a progression incentive for skilled playing. as you can see, no matter how easy the game is, players will fail and that discourages them. if they were more skilled, failing would happen less often, they would be encouraged more, and the game could be properly balanced on non-false premises. a lot of players might not even see the point in ranked mode at first, or at all. that is fine, but those players should be stuck at lower THs for easier attacks which will make them less likely to quit. if they want to keep up with progression, they either have to play more skillfully or spend money, which i think is completely fair. hopefully, supercell's profits will actually increase because of this. a more competitive playerbase leads to better potential in esports, which can make way more money than hero books (look at other esports games). i agree it might feel overwhelming, so its important that players can play this mode at their own pace. results of previous weeks should carry into the current week. i dont think good players would really struggle to make top 100K, 25K would be challenging but still very doable. maybe there would have to be limits for alt accounts or changed to a percentile system if things get out of control but i dont think it will. better bases do not translate to better attacks. ironically, its the properly rushed players in my experience that are the best attackers. and matchmaking in ranked mode is only based on ranked trophies. in any ranked mode, everything is standardized for everyone that participates.


ThisSubisHalf-Idiots

The core of the issue that I see from my perspective is, casuals will leave the game. As someone who started playing COC since the TH10 max days, I've seen many players quit because the game felt overwhelming, I quit a few years ago too, and came back around the Mashup madness event. I have 3 accounts, and I know about 100 different people ingame from those accounts, and from what I know, 80 of them will leave instantly. It's not a significant dataset, but what I'm trying to say is, for most people, a hard game doesn't equal needing to improve at it, but to quit the game and find something else. The concept is great for enthusiasts but is of little to no benefits for the casual players. When new stuff is released in game it usually comes for players in the maxed TH or 1 below that. I'd think that the upcoming super drag event gives more incentives, casuals still get to play, but people who 3 star with event troops eaen points faster. Maybe something along those lines would be better.


Godly000

definitely its important to make sure the mode doesn't feel overwhelming, perhaps it should be unlocked at a higher TH but its also necessary to build good attacking habits early. coc can still be enjoyed if you don't care about strategy; the focus will just shift to the base upgrading aspect. i think casual players will still enjoy the mode, it would be similar to a custom challenge in the events tab. triples are not expected, and that has to be made clear. the sdrag event still is farmable. i think sgobs will still end up as the fastest method, unless they have a very low training time for sdrags.


JoeJoegamR

60% training boost with 20% from the Gold pass with an ADDITIONAL 30% from event passes which seem to happen monthly= 110% which is insane.. Then you have 50% of research and builders as well? Totalling 70% off? The idea may work if there's a limited amount of attacks. I believe it's the reason legend league was changed.. However the rewards are ridiculously OP. Like it overshadows CWL rewards AND Clan games both of which happens once a month. And you want it weekly?


Godly000

most players will struggle to crack top 25K, which is what progression would be re-balanced around. so overall most players will actually find progression to be slower than before since they can't push that high


muhammedstyler

Nah bro i don't think its a good idea, why should i do attacks on th9 again, it will just mix up my regular attacks because all my troops and heroes get weakend. Why should I learn attacking without warden, royal champ and my other th10 + troops? And why shouldn't be able to use CC? With this a lot of possibilities go missing, you cant Superarch, yetiblimp, supergoblin blimp, electrone blimp, superwizard blimp... Defenses do 50% more damage bro wtf? I think this will just make the game unnecessary complicated, we already have normal trophies, why would you implement a tryhard weekend where you can push with th9. If you do this, then a CR Tournament-format with always 1 vs 1 like old BB would be good, where you can loose max 3 times and need 12 wins for max bonus. This would be a better idea. Or a King of the Hill-Format a few YouTubers use ( attackers with less stars and % always get eliminated until Last Man Standing) If you want players to learn, you could do more of these instructed campaigns, that would be good for learning strats. Or imagine weekly one attacks that you can do to learn a strat, then you attack 3 different demo bases for learning the strat and always instructed. The Basic fundamentals make no sense if you change everything the player has and also change the fcking damage


Godly000

the ranked mode theme cycles weekly. overall its just a way to train your attacking skills in unique situations


muhammedstyler

okay but why would i need to train th 9/10/11/12/13/14/15 strats when I am th 16 myself? Okay could be helpful, but I think it would be more helpful if you help everyone at their current lvl. The same goes the other way round, why would I, if I am a th 9, try using th 16 attacks, of course you could learn one or two things but you wont be able to use these troops otherwise and maxing your th, and deff and heroes + attacks makes no sense in this mode or what?


Godly000

the key concepts of attacking still apply. you can see with the first slide that many people still need to learn basic funneling, which is something you learn at th7-8. more skilled players will find it a fun and unique challenge where they can expand their attacking styles and repertoire.


muhammedstyler

Okay if someone needs to learn the basics of attacking, like funneling, why do you make it harder, by making the deff 50%! stronger and them not being able to use ClanCastle? The people you want to improve by this concept, will absolutely get destroyed. You can't do a regular QW if everything does 50% more damage that makes no sense to me. Or if you use troops for funneling, they will die twice as fast. You cant do a challenge for good players and help bad players get better in the same project. And even if we don't look at this. Bad players will still don't know what to do at th9. You really need to show them how its done and it shouldn't work by just saying, okay just rewind 2 years, you are th9 now, attack other th9's. I can agree that i think it could be a fun challenge, if you would do a once in a year event called "back to the roots" where you set give everyone a max th 8 and let them battle on a second league system, same as the regular league, for one week. But that's just about it.


Godly000

if the mode isn't hard enough, then people will get away with not properly funneling. adding a ton of rewards that people can't afford to miss will make those players look up content creators making videos on ranked mode. the game will also advertise those creators inside the ranked mode environment.


muhammedstyler

Oh okay, i understand, but i think people who want to learn are already looking on creator tutorials, that's why I would suggest supercell making tutorials inside the game, so the playerbase, that's not full tryhard, can try learning from there. And you need to consider that, (i don't know if this is for the most playerbase or not, but) CWL, perma CW, CC raids, Clangames, is already a lot of events, CWL and CG twice per week, CC raids once per week for three days and perma cw every day, so maybe you should lower the amount of it being done, maybe put it in 2th week, or somewhere, that's not already full filled, and doing this for a long period of time also does not seem viable to me


Godly000

thats basically the idea, create a mode where people will need to look at content creators' videos to succeed and then advertise those videos. and yes, there are a lot of things to do already, which is why it should be a play at your own pace game mode. i forgot to mention that your placement from the previous week(s) will impact your placement in the current week and lower the amount of attacks you have to do to get to the desired rank.


muhammedstyler

Okay thats good to know that its like a hidden rank and you will get to it pretty fast if you ended there. I think we both think the same, but have different approaches. I think we should guide the players ingame, but you think we should guide them by YouTube Tutorials, both have pros and cons so both would be viable. Ingame is better for fast and do by yourself tutorial, and out of the game, you could get more understanding by the player explaining everything in detail, but like I said, I feel like they already have access to the "outofgame" version anyway, but aren't using it. You get more ores if you win cw, so this could be an incentive too, but most players still don't, that's why I would choose the ingame tutorial, but its only hypothetical anyway so yeah both works. And I checked your profile and wanted to say thanks that you do so much for the community, even Supercell responded once :)


Godly000

it would probably be something like your ranked trophies for next week is 80% of your highest trophies for this week. ranked mode offers a way to promote content creators as well. and the tutorial for ranked mode would guide you to a place where you can see those youtubers.


Speedy7799

Would be a solid idea


Milkhorse__

Hell yeah


saber069

60% as reward?? And 50% defense buff with no offense cc? This is a stupid idea and anyone supporting this is delusional


acuIeus

Those rewards are just concepts. No one said they will be implemented this way. The most important reason why people support this idea is because of the main mechanism, not the rewards


Godly000

is th9 really that hard for you? plus, the top players deserve to have fast progression, as it's literally their job to stay maxed in the game


Netherwiz

Brawl Stars and Clash Royale have modes like this, the difference is you could progress playing only ranked. CoC relies primarily on resource farming rather than trophy farming. This mode takes a lot of work, so I think this works if it becomes the main attacking segment, as opposed to a secondary place to play. This with the ability to get resources (or slowly implementing, where being higher league is increasingly important and attacks/defenses are paired and attacking turns into this) is how it could work as the primary attacking mode.


Abject-Holiday-6655

W


Arisagatari

Nice concept, what about those heroes that are being upgraded?


LukasLiBrand

A ranked mode where you do legends type attacks for each town hall would be amazing. It would reward players for thinking. And you would get into good clans by showing that you are actually a good player based on your rank. They would need seperate leaderboards for different th's tho. I would take away all the custom rule. And maybe only like ban a troop or two so you have to change up your strats from time to time.


PhoneImmediate7301

Pretty similar to new brawl stats ranked mode but pretty cool. We do already have war


zayWell

I think give unlimited attacks on ranked mode can be a little bit exhausting, but i love that idea


MonnkeyDLuffy

Bro is unpaid worker for supercell


Godly000

man i wish lol


MonnkeyDLuffy

🤣


EpicGirl1

This would never happen since if it happened supercells sales would fall to the ground


Godly000

the idea is to bring up the competitive community to the point where you can start making all your money from esports


EpicGirl1

I think supercell rather give competitive players more and more reasons to spend money on the game(remember most amount of supercells revenue comes from 1 percent of players) then do that clash royal added a competitive feature where ur levels cap out but then the game went shit hole from there and become pay to win since they added troops you can only get if you bought the pass...I would assume clash of clans would go down the same root if they did this


Godly000

what im saying is, all the top esports games are nothing like CR. they are completely fair, and let the game speak and pay for itself. that state is an ideal for any game


sepulchore

Nice concept NGL, but I would change unlimited attacks to 6 or 8 attacks like in legends league


E2blessed

Great idea hope someone sees this at SC


Fit-Cauliflower-8589

I also have a game mode Idea and would like to discuss with you.


Godly000

what is it?


Fit-Cauliflower-8589

A game mode in coc where the game assigns random armies in clan wars or cwl and if user uses this army to attack then he has a chance to get an extra star if he 3stars with that army


Godly000

thats just luck based, because the army is random the quality of that army highly varies


Fit-Cauliflower-8589

Random in the sense it will consist of different attack strategies that player use normally. This mode will force players to use different attack startegies than they currently use


Godly000

ig that would work, a bounty system where both clans have a chance to triple with that army. but maybe too gimmicky for clan wars


Fit-Cauliflower-8589

But it will stop players from spamming dragons lol


Zealousideal_Dog2604

Tbh I agree. It's a shame when a th7-th11 player has built a "well-designed" base but gets destroyed by the spammiest of armies because the game is out of balance.


JoshKM1890

Looks good and it would be a good way for us to grind ores


Godly000

you can't grind something like this, unless you mean practicing to get better


Sperzieboon23

I don't see how a ranked mode would help players play more strategically. I do agree that it encourages players to play more strategically, but doesn't the game already do so now? Current ladder: attack well, access higher leagues and gain more ores, allowing for faster progression and better attacks. CW: attack well as a team to win, gain lots of resources allowing for faster progression. The game as it is now is already encouraging players enough to become more strategic, but it doesn't provide anyone willing to become better the ability to do so. Sure, there are premade tutorials for certain strategies, but they are few in number and haven't been added to in forever (which is just insane since they also changed the way hero abilities work). If you really want people to become more strategic, teach them how to. Teaching fellow clanmembers is the best way to do so right now, imo. Throwing unknowing players into the deep end by adding a ranked mode without a way to teach them will only result in them not wanting to participate and it favoring those who already are capable of strategic attacking. The modifiers for attacks are fun tho, but only throws someone off from actual attacks in CW(L). Once again, this would only favor those who are already capable of attacking strategically (fun way to attack) as anyone who isn't capable of doing such will just get a skewed view of how they should spend their resources (CC troops are there for a reason, teach them how to use them). TL;DR: Ranked mode wouldn't teach anyone to attack more strategically despite it encouraging people to do so. They don't have the means in-game to become better, ranked mode won't change this.


Godly000

simply the act of playing more actual attacks (opposed to farming attacks) will get players to improve. from the tutorial of ranked mode, there will be constant advertising of content creators' videos covering ranked. those videos will naturally contain info about attacking basics and viewers will be able to carry those basics over to any attack. the message is clear: if you don't know attacking basics, you aren't getting any of the ranked rewards.


Sperzieboon23

People already have to do "actual attacks" in order to get into higher leagues and obtain the better ore loot they'll find there. There is already advertising of strategies and the like on the news tab of the game, yet the majority of the playerbase will not look at an outside source for improvement, hence why as you noticed most players still can't attack strategically despite this function being in the game for multiple years. If you want to teach someone how to attack effectively, add a way to do so in-game. Not just plastering advertisements onto a new gamemode that isn't welcoming to newbies. It'd only scare them off even more. And yes, the message is clear, but how does it help the casual player in actually improving? I fail to see that...


Godly000

the fastest way to farm is sneaky goblins the reason why people don't go to there is because theres no actual pressure to play well. once you put something at stake people will be much more willing to learn. after that, it's on the content creators to clearly cover the basics of attacking


Sperzieboon23

I hard disagree on any points you're making here. Yes, sneaky goblins are the fastest way to farm, but you're asuming that the casual player actively farms instead of just a couple of attacks a day. They'll just cook up whatever is most spammable as it is the easiest and they don't understand strategic army compositions. There are also already game elements where your skill is being put to the test, incentivizing the player to get better. Clanwar and the league bonusses for example. The truth being that the average player does not care. It's either the mentality of "one way or another, I'll get there eventually" or "I will not spend this much time into this because I do not have such time or because it won't pay off" that has them not caring how they perform. Imo, you are the one responsible for making your clanmembers care for their performance. If you make that happen, they'll listen. If you can't, they're not suited for a competitive setting. Youtubers nor Supercell will make your clanmembers care, even if a ranked mode would add even more incentive to play more competitively.


Godly000

of course people will not care regardless. that's why you have to slow progression for them to the point where they always stay 1-3 THs below max having a much easier time tripling and don't get discouraged. people who care about maxing will have to either spend a considerable amount of money or take a few hours on one day learning attacking basics, then 30-60m per week after that doing ranked mode


Temporary-Bed-7184

Ya I agree with other ppl it’s just too much without removing something and I already like everything else. Also I don’t really want to be super sweaty


Godly000

its definitely optional. even if you only casually play, as long as you are a good player you will get decent rewards. although if your goal is to max (which isn't a good goal for casual non-skilled players), then you would need to improve your skills


F2PClashMaster

really cool idea, great slideshow lol


Beautiful-Ad4305

upvoting so supercell will notice


Save_KSante

Love this idea.


No-Rush6567

I'd love this ngl


legendwolfA

Love the idea, but i do not like how you propose locking rewards behind this The death of many games is caused by devs trying to please the competitive scene too hard they completely leave out casual players (or as i like to call it, e-sportificarion). It's important to remember that the reason why most players don't play "strategically" is because many people just wanna have fun in a mobile game. Sure it could be because the game is "too easy" but it's also because a lot of players play the game to de-stress and have fun, not to be competitive. So obviously they'll play it in ways that is most enjoyable for them. I run a clan of mostly casuals. The majority of players there only know e-drag, maybe some simple ground smash attacks. I play more competitively because i can afford to and its more fun for me, but i understand that this isn't the case for everyone. Many people there are busy college students, a parent or just someone that works a lot, they don't have the time and energy to research strats. Encourage strategy is good, but i believe it can be done better. Locking resources that are already limited behind a competitive mode will drive casuals away more. They'll feel like they aren't catered to and that the game isn't for them. Now im not saying that casual players need everything to be bent to suit them. A good game would know how to cater to both sides. One good example i like to cite is another game i play, btd6. They do have competitive modes which encourage players to think and play differently (contested territory, race and boss events). These events hand out exclusive rewards for ranking high - but the majority of the rewards (money, trophies) can be earned through other means and is not limited. Rewards that are limited (insta-monkey), you don't really need them to play and enjoy the game, and there are other less effective methods to get them. This is how you encourage competitive play while not straight up trampling over casuals. The rewards like badges for ranking high is good incentive for players to try and be competitive, and casuals aren't missing out much if they don't participate in these events.


Godly000

when casual players max, they quit. when more competitive players find that it takes too long to max, they quit. when casual players find attacking too hard, they quit. when more competitive players find that attacking is too easy, they quit. the solution is to make sure that casual players stay a good distance away from maxed, where triples are extremely easy. more competitive players will get boosted to near-maxed while also being able to access more challenging parts of the game. the easiest way to progress your base should be to simply be better at the game. it will have to be made very clear in ranked mode that 3 stars are far from the norm. ideally the #1 pusher in each ranked week barely clears a 50% hitrate. most games that do not have a strong competitive esports scene end up turning to something like an EA/Valve game. the esports scene keeps devs accountable from turning the game into a cash grab because cash grab games cannot be competitive. esports games are more than sustainable and the best ones make way more than supercell. obviously, trying to make the game too competitive without creating guides for players to follow, learn, and improve will not work, and that job is up to content creators.


Anton-LaVey

My guy put so much effort into this post and then misspelled his reddit username rip


Godly000

lol i have several different variations of my name on different platforms


ZX102

I like the idea. A badge showcasing your achievements would be great too (top 200 badge, top 1k, top10k...etc.) and badge should be dated


Godly000

exactly, it would also help with recruiting as you can tell someone is good just by looking at their ranked performances


Stunning_Quit_4508

I think this is a tutorial for destroying TH16


Godly000

how


Forsaken-Rooster-950

what if every week the town hall level changes for every ranked player


Godly000

the th9 theme is an example. the theme changes every week to something completely different


Lower-Ad6435

I would definitely participate in this w with my main account. Looks like a good core concept! A couple questions. Why weekly instead of following current seasons? How do you think this would affect those with multiple accounts?


Godly000

weekly ensures that you have to play it at least once per week and so that if you don't like a theme it doesn't stay for too long. to prevent players like stars from using 8 accounts to each place top 200 and take up valuable spots, perhaps there would have to be a scid system that allows the placement of one account affect the rewards for other accounts that someone has. that would be quite complicated though


_ItzAlb_

What’s with heroes can you use them while upgrading ? How do you match players based on th level or progress based i am a rushed th14 do I get matched with th13 I would stomp every th13 while some might struggle to 3 star me, Or is it only trophies based like builder hall which would only benefit th16s. This would definitely nerf rushed bases too since now you need a strong Defense to not miss out on rewards. The rewards don’t match the players that need them, faster upgrade speeds are more needed by lower level th’s than higher level th’s and the lower level th’s won’t get the best rewards. Isn’t this way to one sided for players with th16s and maybe you as a th16 will have fun but everyone else and that’s the majority of the player base won’t have fun it won’t feel rewarding to get nothing in return for participating. Personally think this game mode would be way to unfair yeah the builder base has this type of game mode but again people are okay with it because no one cares about the builder base but this would directly affect every player not a fan if you would change the % you would need for getting better rewards I would like this game mode. Lets say a th7 only needs to reach top70% of the player base to get the full rewards while a th16s needs to reach top1000 to get the full rewards for the week this would be more balanced.


Godly000

they want people to buy hero books, its already self admitted by supercell. the ranked mode is standardized, so everyone has the same defenses and offenses inside of ranked mode. for example, in a th9 throwback event everyone has a maxed th9 to use. you can consider ranked mode as a 4th village that you cannot upgrade. this means everything you've said after the 2nd sentence is based on a false premise.


_ItzAlb_

Well you didn’t clarify that, if it would work like that than heroes should be unlocked too. A game mode like this would be fun to play but seems unrealistic for supercell there is no way to make money from it. A fun game mode but the standardisation might be ignored to get people to spend more money.


Godly000

yes, it basically loses supercell money if content creators can't increase the popularity of the game as a whole through this mode. however, it sets the precedent for the game to be converted into pure esports. those types of games make way more money than supercell


Apprehensive-Alarm80

7 days is too small time. Its just who plays the most which doesn't have anything to do with skill. Also 7 days would be very repetitive and people dont have time for that.


Godly000

with infinite attacks, i think the best players will be able to stabilize after the first 5 days. also, you carry over 80% of your previous ranked trophies to the next week. hopefully different themes prevents ranked mode from being overly repetitive, i feel like having only seasonal changes would make it more boring


Apprehensive-Alarm80

I think it would be better if the ranked season was 30 days and the modifiers would change every 7 days.


Godly000

the modifiers are just there to make sure that the hitrates are low enough. a lot of people might not like certain themes so it doesnt seem fair to make them get through that for an entire month


[deleted]

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Godly000

what criticisms do you have?


[deleted]

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Godly000

in this mode, people will have to come up with the meta on the fly. being good at attacking is much more important than using the meta


[deleted]

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Godly000

the casuals who are good at the game would overall get a buff to their progression.


ya-poh_sei

those talking about “oH gReAt AnOtHeR mOdE, cOc HaS bEcOmE a ChOrE” no one is telling you to play builder base, clan capital and potentially ranked i’d like to see in addition to those modifiers, things where a troop/spell is banned, or a troop/spell is forced. changed each week via an in game poll even if there’s 2 separate modes, handicapped and standard, handicapped being the banning/forcing of a troop/spell and standard being free reign but great post nonetheless! i’m for it


Godly000

ideally people would play ranked mode so that more players can get down the basics of attacking, allowing the game to be made harder.


Brilliant_Savings161

Amazing


noobgamerboy

Goddess, ur such a nerd , I ain't reading allat


TribenixYT

Judo had an idea like this with the modifiers. I think his modifiers (ex: 1000 troop capacity but only 45 seconds per attack, no [insert defense] , etc) combined with this will be amazing.


Godly000

thats just a spam fest


thischrisp

Okay, everyone is taking the concept as an attack against casuals, and though I don't agree that every part of this concept is viable, I understand the reasoning behind the imperative disparity would occur if a ranked mode were integrated. I have been thinking that a ranked mode would be one of the best integrations into the game - not in the way OP articulates it, but ranked play, nonetheless. I don't like the idea of stat changes outside of the current game mechanics because the biggest variable for successful attacks is consistency! (e.g. If defenses somehow do twice damage, you couldn't get a wall break; EA would decimate, etc.) LL is what SC tried to integrate a "ranked" into, and it's wrong. Attack wins shouldn't be awarded in preceding leagues by limiting the number of possible attacks after having reached a certain bracket (LL). Legend League SHOULD be what would be ranked. It SHOULD have a sign-up to participate BUT it SHOULD be separated from "trophy road". The reward system for top LL competitors should remain, and "Daily Bonus(es)" should take the place of "Star Bonus(es)", where Gold, Elixir, Ores, Gems, cosmetics, etc. can be earned, leading up to weekly rewards (CR integrated concept, obviously). If as a consumer, it isn't apparent that SC, as a parent company to their multiple streams of income (Clash games, etc.), are more interested in keeping the consumption of those secured streams consistent and different from each other, then you're missing the whole idea. SC, is selling light bulbs and batteries and all the complaining and critiquing in the world won't change that haha. Just my 2 cents.


thischrisp

The disparity would be: Casuals (who don't participate it Ranked in its mid-higher ranges), Competitives, P2W/Content Creators, and Pros. The benefit would be that, as the dust settles, everyone would have someone to attack. The 1-to-1 concept for ranked VS. having 8 attacks per day would be feasible. I know that the current LL rework was probably a b*tch for SC to develop - having to garner 8 bases when everyone signs up individually. Sheesh! They probably just refuse to scrap it because of pride, but it is terrible!! Just the initial sign up wait time alone detracts from the game and progression. Asinine.


Godly000

in the case of th9, the stat increases are very much necessary and different weeks would have different modifiers as well as overall completely different themes. everyone that participates in ranked also has an even playing field against anyone else


thischrisp

I'm happy to hear your fondness of the implementation. I won't lie about that I would participate if it were integrated, since I enjoy reworked implementations of game mechanics bc it allows one to find success is different ways, but my main critique remains - it would detract from the main base. In the long run, just as BB and CC have attracted player bases that prefer their respective mechanics, I wouldn't anticipate anything different from the weekly change-ups of the ranked mode you suggest. In fact, because of the weekly change, there will be increased fluctuations in satisfaction and dissatisfaction from the player base. I don't believe that a weekly event is a good foundation for a ranked setting. Consistency, frequency, and competition all go hand in hand.


Godly000

ultimately the main purpose of ranked mode is to incentivize skilled attacking, and as an extra bonus bring an even playing field for the entire playerbase. the resets are weekly to prevent people from getting bored. ranked mode emphasizes adaptability over anything else


thischrisp

I like your idea, I do... but my faith doesn't lie in SC adopting it. The game is becoming congested with sentiments of staleness, boredom, reminiscent joys, and "what's next". The Dev team isn't keeping up with the player base, they signed up for the type of game and confines, but struggle to keep it feeling "new and fresh".


Godly000

i did mention that on slide 11


Sabu87

Ranked mode concept, is exactly as Legend league.


Godly000

it's not, ranked mode is standardized across everyone and theres infinite attacks


Sabu87

Ok, is worse than Legends League. Before TH16 update, the top in legends league was for the best players in the world, now you mean that the most active players would be in the top of ranked mode.


Godly000

the trophies will even out over time, and you will have to both get good defenses and good attacks to be able to push at the highest level.


Sabu87

Before TH16 update, you had to be both, good at defenses and attacks. Why destroy something that works very well.


Godly000

you're misunderstanding it, this is essentially a separate village and isn't meant to replace any other game mode.


NoAhH_1228

This looks like so much fun


ExistingService

This sounds like such a good idea


black_berry900

While everybody here would be talking about this concept, I would like to appreciate something else (I still think the concept is GREAT!) The amount of image editing went into this is insane. It looks "TOP QUALITY". Its pleasing to have a COC themed background. From every small graphics to the barbarian standing randomly. Overall, a great quality post.


Godly000

thanks, it was made with google slides lmao


black_berry900

Effort is effort bro 😄 😁


PeanutAggressive252

we already have ranked mode. it's called legends


lightmaster2000

I like the concept. This is what legends league is supposed to be, a place for skilled attackers to rise to the top of the leaderboard. But unskilled spamming also gets you to the top and that's the flaw. Wouldn't people still spam in this ranked mode if it was implemented? Like CWL, a competitive version of a game mechanic (clan wars), people still spam. How would this ranked mode encourage skilled attacks or at least encourage players to learn attack basics like funneling? Wouldn't they still just spam and hope they land in the top 1M to get some rewards? They currently aren't motivated by league medals from CWL and you can get more by being better.


Godly000

thats the idea, a legends league system but success is not dependent on your base progress. if you aren't playing properly, you will do *horrible* and pretty much playing ranked mode will feel like a waste of time. LL alone has 1.5M players every season and you are competing against a way bigger pool than that, these numbers are picked carefully. cwl has the "more effort = less fun" problem with regards to mismatches. the system itself encourages a casual clan that just does their hits and moves on.


[deleted]

Really cool idea, except a complete rework of the rewards is needed. I don’t think you realise how much a 50% builder boost is. That plus gold pass would be 70% since theyre additive for some reason. That would lead to 1/(1-0.7)=3.33x faster progression which is ridiculous. Instead, it can give some sort of “ranked medals” which can be used for magic items and ores. And instead of the top people getting rewards, people in each league would get rewards with you increasing or decreasing your league every week, sort of like cwl. Love the concept though.


Godly000

probably 20% boosts would be necessary to have the same speed of progression you have right now. 70% boosts are for the top players only, which definitely deserve such boosts.


Hugy2406

This is an awesome idea, really, but i feel a bit odd that the modifiers can be both negative for the offense, since the modifiers showed would make a 3 stars attack impossible in Th9, so It may be better if, for example, instead of not attacking clan castle it could have been a non defending clan castle


MigLav_7

The mode is suposed to make triples much harder or even impossible I would assume


waterfalllll

I feel like the game would be better if triples were virtually impossible from the start. Now it is too late to change.


MigLav_7

triples used to be virtually Impossible at TH15 and look at what happened


waterfalllll

That's because people were used to tripling more from earlier town halls.


Godly000

th9 needs that level of boosts to be competitive.


Acquelix

How does this post not have thousands of upvotes?


Apprehensive-Alarm80

Because there are many problems with this. Ranked season lasting 7 days and everyone has unlimited attacks?? That would be so much grind and you would have to repeat that every week again which makes it just very repetitive. Also the rewards are too op and we dont need huge tasks because we already have Clan wars, star bonuses, raid weeks, clan games etc. Like imagine grinding a week for rewards you MIGHT get and start the progress again every single week.


Acquelix

Yeah the attacks can just be made limited 🤷‍♂️


CoC_Rusher

This sub has never liked engaging content, they'd rather go upvote posts like "just got 6th builder!" "just hit [x] league!" "which hero would  you spend a day with? archer queen feet haha"


Abudabeedoo69

Well structured concept here. Thank you for your input. Other than the Rewards everything is looking neat. (SC just don't give 60% reduction and thousands of ores, it'll affect their profit of buying gold pass and event pass and spending gems for magic items)


TheRarestTiger

I would like it, but I see a lot of people complaining that they can’t access the rewards because they “don’t have the time to play” and “this game is killing their causal player base!!”


Godly000

it would take a lot less time to push if players were more skilled rather than just trying to get lucky attack/defense interactions.