Ok, as this design seems to be spreading since some Todesritter guys “invented” (or reinvented?) and used it… let me say a few words on that.
Lower-ranked people usually still get trophies for a 70-80% win (even up to 15 trophies, so you definitely CAN and WILL lose trophies with such a base, if you don’t have an actually strong base). Higher-ranked people usually lose some trophies for an 80% win, but they are supposed to be stronger than you and should be able to get a 100% or near 100% if they properly look at the base preview and act accordingly. Similar-ranked players might win or lose trophies, depending on how strong or successful the loot algorithms see them relative to you… e.g. if a high-ranked player loses badly against some bases and then attack your base, they might get better rewards than if they won all their recent battles… so it’s hard to predict exact outcome trophy-wise for similar-ranked players.
Having that said, of course this design targets at giving a 70% win to the attacker basically almost for free / very easily, while making it harder to get a 100% win with the usual ranged troop combinations. Though, as always, a certain base design has certain counter troop and spell combinations, and this gate-kille®-design is no exception to that rule. With appropriate combos you can definitely defeat it.
Let’s not forget that just using some standard combo on EVERY base is not the way you are supposed to handle things, and at least in lower and medium level gameplay that’s not what will make you successful. I mean, you also don’t complain if you fail an all-firebolt-towers base when you bring poison cloud spell and only melee troops… instead you should just bring pyromancers or the firestorm spell and mow through that base effectively.
And sure, it might be hard as lately with all-L-shape or N-shape bases it is an uncommon experience to fight anything else, but that tells more about the overall lack of variety than about this particular design. Plus, as it is quite likely to get at least 70-80% in such a base, you have most of the loot for almost sure after the first minute at most, while on some other bases you might fail to get even 70% after the full time… so complaining this design would be unfair and overpowered or anything similar seems a bit off…
Also, just take a completely-empty, straight-line path base as an example, no towers, no obstacles. Now, put two towers right next to the gate (one on the left, one on the right).
If you rush forward and kill the gate while those two towers are still alive, you get exactly 75% (and not 100%), as you didn’t beat the complete defenses. And with some storm cannons, this is very likely to happen if you don’t go ahead with your hero and destroy the towers on your own, ahead of your troops. Still, you can do exactly that, as the overal base design / defenses aren’t too hard to overcome, right? Really, nothing else here, just in a more elaborate way.
And, really honestly, saying you get punished for winning in a gate-kille®-design is very wrong. If you just take the straight run to the gate and let your cannons kill the gate across path overlap, while like 12 towers and 10 blockades are still alive, then you did definitely not complete the mission of completely destroying the defense. Not even close! Infact, that way you just skipped most of the defense, which makes it very easy even for a weaker player, to kill the gate. Then complaining you didn’t get 100% but (only 70%) for doing like 25% of the work and only spending 25% of the time… sry but that’s not really a valid complaint.
If I wanted to complain, it would rather be about regular bases where you spend 100% of your time for taking out all of the defenses and most of the gate, doing like 90% of the work and then getting a 60-70% because in the end you run out of time when you only needed like 5 more seconds to a 100% win… THAT is what is more unfair actually.
(Yes, that point of view might be uncommon, but it’s worth a thought!)
Also, just take top 10 for example: They would already lose trophies for a 95% raid (including killed gate) on another similar-ranked (top 10) base, so why should a 70% raid on a similar-ranked base not make your lose trophies?
Btw, knight+ogre+wolf is a powerful combination with elite boosts, used by several high-level players also against regular-designed high-level bases, so I see no reason in claiming this combo could only be succesful against very weak defenses. Also, let’s not forget gargoyles, archers, mummies, maybe paladins, as well as longer-ranged units with proper timing. Also, a wise choice of spells can help (compare above).
Also, with the available options of opening base, losing fights on purpose, lowering your trophies, etc etc, there is very much room for influencing the loot and strength estimation algorithms very much, which is affecting many more players than an unfamiliar (and nothing else it is) base design ever could, and which doesn’t require any kind of base-building skills either… so if you want to complaing about hard bases or unfair loot, complain about that stuff and not about a base layout that is very well defeatable.
#Edit: While we’re at it, yay finally some more discussion about base layouts!
And by the way, as it is true for many base layouts, just copying a path is not enough to make this gate-kille®-design work well. You need to adjust tower types, placement, wave troop composition etc in order to fit that concept… but that’s content for another reply at a later time…