Let's make a troop that is tanky like a golem, targets defenses like a hog rider, rips thru walls like a super wall breaker, and only 20 housing space. What could possibly go wrong? 🤔
They knew what they were doing it's intentional to make th 16 easy as most player base is in th 12 and 13 and th 14 where bigger grinds begin n th 15 was relatively harder pre nerf so people were quitting before 14 so they made ii like this so people would see th 16 is worth the grind as casuals can have more easy fun now even at highest level.
I remember in the early years when Hog Riders were nearly invincible. You just needed some heal spells. Then they gave giant bombs extra damage to Hog Riders. Then somehow the Hog Riders became useless after getting so many nerfs.
2 weeks ago, I upgraded to th15. Since then, I can 3 stars maxed th16. I don’t think that making the game easier is a bad thing but at that point there is no more fun. Adjust root rider and buff defenses.
Just a thought, what if they did what they did to hog riders. They released bomb tower to kill hog riders and it helped calm down mass hogs so what if they released a defense that destroys mass root riders and would require more army variations like a hybrid attack to 3 star with root riders. And besides a new defense is always exciting.
@@theocrewe-read7652they could do that and it would work however, in my honest opinion it seems kind of boring and a new defense would be way more exciting
The worst troop to come from the game and thats spoken from someone that uses them every single war for 6 stars. Its that broken to the point its not worth it at all practising armies that take weeks to learn and get good at. Root riders need to be 30 housing space or even 40 housing space not 20. To not use them and not get a guaranteed 3 star is such a massively detrimental to the clan.
As per my opinion supercell wants to make th15 th16 lot easier just like th10 to th12 as they are planning to introduce townhalls till level 19 so when top players are on the highest townhall others can enjoy the spam attacks
The Jelly fish unintentionally buffed the root riders because if you put in on the king, he'll lead the charge with the root riders into the core of the base
The best way to nerf root riders is to nerf the WALL. It makes no sense that a single piece of WALL has more hp than the TOWN HALL. Imagine irl a piece of fence being harder to demolish than a government building. The root of the issue is not root riders break walls fast, it is the walls themselves.
@@eternallife8898 I thought we are talking about how bad the spam meta is, because that's what most people and even pros use all the time, who is talking about QC Hybrid or Lavaloon right now?
@@jamesallo1324 maybe nerf the ability to break the wall, like minus 30% to 50% of that ability but more nerf to its hitpoints or dps and people might stop using RR spam and start using Yeti spam or Edrag spam back lol
Root riders supposed to used by noob's like me, if any average to pro players uses rootriders then please don't call yourself good player lol😂 It's only belongs to us worst and bad players at attacks
@@eternallife8898 have you watch the Championship? Almost every pros are using RR spams, it's boring and repetitive and I'm sure it doesn't make COC look good to lower th level players and new players, you reach th 15 and you can just spam RR to 3 star? Plus a ban system in game tournaments is nothing new, games like DOTA and LoL applied them a long time ago and it works well for them, why can't COC?
@@NewBieAlmostPro then it will also solve the problem of heroes getting overpowered. And some traps can be lure out by heroes because most pets move behind the heroes.
Had a few ideas for how they could be tackled. A simple means would be to nerf housing space as their main use is easily their utility in destroying walls and being solid tanks at the same time. Somewhere around 30-40 is pretty hefty nerf but if you buff their stats slightly to compensate then they'd be less of an abundant troop tearing holes in walls across an entire side which is the whole reason they're so overtuned. It's too easy to just have your army walk into the base. A different solution could be to rework how the troop itself functions. Granted this is a bit of a wild idea but consider super hog riders having essentially 2 healthpools. What if all root riders shared one healthbar? One for the root, one for the riders (keep in mind the riders would have independent HP and would all just fly off the root simultaneously once the root dies). The HP of the root could be displayed in deployment. Any riders deployed after the root dies then becomes a rider who could have some other nature based smaller attack. This would make it so you'd have to better cover your riders and consider how many are being spammed. The funnel just requires more skill to properly execute. It's a bit of a long shot but just shooting out ideas. The point though is definitely that root riders are way too good at the job they're supposed to fulfill and end up taking 4 different roles all at once. Damage, funneling, tanking, and pacing. The way they get nerfed is by reducing their value in one or more of these departments. So uh... good luck to SC I guess.
@@jvaschagas1082 Yeah I play clash with a few cal nohitters and friends. Extremely active on that in my spare time. Genuinely just a fun game and the only one on mobile that isn't so boring or full of ads or both.
Haven’t heard this take before and I honestly like it, changing the housing space like that will turn them into a sorta smash attack troop probably, I like that idea a lot
@@luka9967 drastic change is required, even with the same housing space as a super witch it would still be incredibly strong, right now every war is 100% for both sides and I refuse to believe it’s healthy for the game for people to draw a line on their phone and then triple because of it
When RR were introduced, walls just became an absolute joke even bigger than before. Spending billions of resources to lvl up those walls just so RR can walk trough them, no matter the pathfinding...
The problem with root riders is that they have no defensive counterplay whatsoever. Other strong attacks like super archer blimp, hybrid, or lalo are much more vulnerable to traps, spell towers, and well placed splash defenses, so you can actually build against them.
People have been using ice golem CC as well as putting certain defenses in particular spots to quell them. However, hero equipment and the overgrowth spell are what's really keeping RR relevant.
@@fighter5583 I don't think so. There isn't any non root rider army that guarantees 3 stars even now. Lalo is very strong but certainly not easy to use. Sarch blimp are too base dependent.
And their compatibility with the heroes is just broke. For the king RR break walls and are infront of the king, for the queen same and they are thanky, for the RC they target defence and are always infront of the RC.
Offense has become too broken now, it is literally an valid argument to rush heroes and walls. Th16 looks like a joke to me, I see our th15s 3 star them consistently and the th16s aren't rushed either.
I love the Root Riders concept and her functionality as a Great Funneling Support... But it should be like that with Big Amount of HP to do as much pathing as possible it needs to be like that but also need to be nerfed to the ground😅 It should have much much less dps! And probably a bigger housing space if they want to keep her Tanky
3x damage from inferno tower/giga inferno to RR can solve it since the heat (from inferno) can set the wood (root) on fire. That also includes wizard tower since the wizard casts fire New lv of spring trap is also the solution, from 18 to 20 housing space
They simply made root rider with too many features as you mentioned in the video: tanky HP, targeting defenses and wall breaking. Supercell need to target one of its feature to make it balance. Let's say make the RR hit all buildings (not only defs), people will be forced to spend more effort to funnel them and the heroes push will become slower (because RR not running in front to target deeper defs), hence the whole army will take more damage in the process.
I think some things that could balance root riders would be decreasing the effectiveness of wall breaks for each root rider within a certain proximity after a certain amount (3 or 4)? Alternatively, they could make it so that merged defenses deal extra damage to root riders, and then make it so that the rest of the archer towers and cannons are able to be merged (including adding an additional cannon). Lastly, they could make it so that each wall break deals a slight amount of damage to the root rider.
It would be smart to just make the RR more like miners (get rid of wallbreaking ability), since its a root and roots are underground. This would make walls useful again and you would still have a massive tank.
i work with someone else at th16, they pretty much only e-dragon spam and i told them to use root riders because of how OP they are. anyway he loaded up an army of 15 root riders and plopped them all in the corner then blamed me for getting a 1 star in CWL. that is all thank you for coming to my ted talk.
I get that they want to add easy troops for casual players who don’t like to plan much for a battle, but I still think getting three stars should take at least a bit of skill and strategy. Noobs now can achieve the same results pros used to get but without effort, which likely isn’t healthy for the game :(
I personally don't like it when troops get nerfed or buffed in any ways. It only discourages me from using any troops and only makes me only want to attack with the old reliable e drag attack over and over again last 3-4 years
they should make it so that they need around 5-6 seconds to break walls that would damage them enough so that more people use different attacks but still make them a good troop
Root riders are boring to watch you just place that troop and it runs through your base like nothing regardless of how much you've upgraded your Walls they should get another Nerf.
Decrease their health and change it so they function more like super hogs, the root itself can die, losing the wall busting abilities and overall making a more unique troop other then just tanky hogs
Supercell knows they made th16 to easy, but I feel like a big problem is that walls have so much hp, any attack that doesn't skip them is basically unavailable