Quote Originally Posted by Cuddles_1461020 View Post
It gets a little bit tricky, because if you remove the massive wall of AFK defenders on BOTH sides, then you have the B --> A 1 turn GWs all over again. Same if you fix the durability to the way it was. Then we'd have the opposite problem (the old problem) of me soloing entire armies. *yawn*

So the question is:
How do you make B --> A turn1 a bad tactic, without having the massive wall of Offline defenders at G? The +20% at camp F doesn't help when you're at 50% power and the opponent outnumbers you 3 to 1 (because of AFK defenders).

The only solution I can think of at the moment would be to remove the defending side's Offline-force but not the attackers'. (if the attacker doesn't succeed then defenders win anyway, so defenders don't need to defeat A anyway). If you remove both then it's B --> A charge turn1 game over.
This update already massively shifted the advantage towards the attackers giving them huge power bonuses and putting the numbers in their favor. All that needs to happen is a shift in how durability is lost. Either scale it to HP lost, or half it to 2 lost for a win and 5 lost for a death, or even 2.5 for a win. the attackers don't need any more advantages. If anything logically it's the attackers who should have A cleared. the defenders would almost always have extra forces in their home base of defense who weren't out marching about.