Nowadays more and more videos come out that show a hero level 100- beat a top 10 player, whose defense is filled with special boosts. Just saw a video of a level 98 player beating a top 10 player.
Honestly I personally think that’s abnormal, beating an extremely well forged base, with even runes applied, just because raider uses nemesis pal.
This can be rebalanced I guess, by adjusting damage and health stuff of offense plus defense according to hero level.
Why not adapt health plus damage statistics (hero level is already adapted to it) of offense according to raider vs defender? That should make it harder to beat bases of higher hero level players.
Just divide raider hero level by 130 and do same for defending level of hero. strength and health of troops, spells, pals and guardian should be adjusted by that percentage. For defense, apply the same rules for towers, obstacles, beast and troops. When both players are in same hero level range, for those it would be not noticeable.
An example. A player level 95 raids a max level hero. Offensive strength would be 95/130 (= 72%) and defensive strength would be 130/130 (1) . I bet in this case, it will be hard (but not impossible) for a hero level 95 to beat a level 130 player. But when he raids a level 95 hero, his odds are just like now.
In this situation, raiding higher hero levels would become more difficult, raiding lower hero levels more easy.
Since also nemesis pal deals then 72% damage of max damage and also heal puddles are giving 72% of health back, it would rebalance the game some more. Raiders would need more time to beat a base of a higher player and either run out of time or are killed. I guess that would make it already much harder to beat bases of higher hero levels.
I know it’s still not the way of a correct balance, since it would not prevent beating well forged bases, just due to using nemesis pal, but at least it’s a start.
It’s just a proposal, feel free to respond.