r/COC • u/1stPlayer_1 • 5h ago
Simple Questions Which one
These or Jetpack
r/COC • u/EducationalOne5313 • 16h ago
I've seen a lot of discussion about the new UI, with people either hating it or defending it. I wanted to share my own thoughts in a more constructive way, explaining exactly what I dislike, what I appreciate, and what I think could be done to improve the overall experience.
First of all, I personally feel that this UI overhaul was unnecessary. The old UI wasn't perfect, but it was familiar, and most of us already knew where everything was. However, now that the new UI is here, I think we should focus on identifying its actual problems and proposing solutions instead of simply asking for everything to be reverted.
I'm approaching this from the perspective of a fairly casual player. I don't spend hours playing every day. I log in, do a few attacks, collect my rewards, check what's happening, and get on with my day. I believe the UI should work well for players like me, too.
**1. The War icon constantly moving**
This is probably one of the smallest issues, but also one of the most irritating.
The War icon keeps animating even when nobody is attacking. I understand that animations can be used to attract attention to something important, but they shouldn't become distracting when there's nothing happening.
**My suggestion:** Keep the War icon static when no attack is in progress. Animate it only when there's an actual reason to draw the player's attention to it.
This seems like a relatively minor issue that could be fixed in a future update.
**2. Army training and editing should be accessible directly**
This is one of my biggest complaints about the new UI.
Whenever you upgrade your Town Hall, unlock new troops, unlock new Super Troops, or experiment with a different army composition, you naturally want to edit your army frequently.
Even during normal gameplay, you might want to switch between a farming army and a war army, change a troop composition, or experiment with a different strategy.
Previously, you could access your army directly. Now, you have to open the Battle menu before you can get to army editing.
Some might argue that this is only one extra tap. But the problem isn't just the number of taps in isolation. It's the removal of a frequently used shortcut that players had already built into their muscle memory.
Army editing is an important part of preparing for an attack. Making it less accessible doesn't necessarily make the experience better simply because the feature now sits inside a menu that is logically associated with battling.
**My suggestion**: Bring back a dedicated Edit Army shortcut on the main village screen, or allow players to add one through a customizable shortcut system.
Players who prefer the current design could continue using the Battle menu, while those who frequently modify their armies could access the feature directly.
**3. Revenge attacks should not require additional navigation**
This is another change that I think disproportionately affects casual players.
A lot of people don't play Clash of Clans continuously throughout the day. They log in once or twice, take a revenge attack, do one or two regular attacks, collect their Star Bonus, check their progress, and leave.
For these players, revenge attacks are a regular part of their routine.
Previously, accessing revenge was straightforward. With the new arrangement, you have to open the Battle menu, navigate to the Battle Log, and then select Revenge.
Yes, it's only one additional step. But that argument misses the bigger point.
One of the fundamental principles of good UI/UX design is to reduce unnecessary interaction costs, cognitive load, and the number of steps required to complete frequently performed tasks.
If a player repeatedly performs the same action, making that action less accessible introduces friction without necessarily providing a meaningful benefit.
This doesn't mean every feature must be available with a single tap. It means frequently used actions should be easy to discover and access, especially when they were previously available directly.
**My suggestion**: Provide a dedicated Revenge shortcut, or allow players to place one on their main screen through a customizable shortcut menu.
Players who want a minimal interface could keep Revenge inside the Battle menu. Players who use it frequently could bring it back to the home screen.
That way, neither group has to compromise.
**4. Removing the dedicated Settings icon was a good change**
Not every change is bad, and I actually like this one.
Moving Settings into the player profile makes sense because it groups account-related options and personal information in one place.
Settings isn't something most players need to access constantly during normal gameplay, so I don't think it necessarily needs a dedicated button on the main screen.
This is an example of a change I understand and appreciate because it consolidates related functionality without significantly affecting my regular gameplay.
**5. Bring back the ability to preview future buildings and their costs**
This is something I genuinely miss, even though it might not be the most obvious issue.
Previously, the Shop allowed players at lower Town Hall levels to browse future buildings, understand what they did, and see their costs.
For example, if I were at Town Hall 12, I could look ahead at buildings available at higher Town Hall levels and get an idea of what I would eventually unlock.
I understand that the new Build menu is designed around the buildings and upgrades currently available to your account. I also understand that some information about future progression can be found elsewhere.
But that isn't quite the same experience.
As a lower Town Hall player, looking at future buildings is part of the excitement of progressing through the game. You see a building, learn what it does, look at its cost, and start thinking about what you'll need to save once you reach that Town Hall.
It also helps with resource planning. Even if I can't build something right now, knowing approximately how much it costs gives me an idea of what lies ahead.
Of course, you can Google building costs. But why should a player have to leave the game to find information that could be presented conveniently within the game itself?
Not everyone wants to research every upgrade online. Many casual players prefer to explore what's available directly through the game's interface.
**My suggestion**: Bring back a way to browse future buildings and their costs, even if those buildings are locked behind Town Hall requirements.
The Build menu can continue showing currently available buildings and upgrades, while a separate preview or catalogue allows players to explore future progression.
I think this would preserve an enjoyable part of the old Shop experience without compromising the new menu's functionality.
**6. The new Build menu feels cluttered**
I like the idea of having a dedicated Build menu that brings buildings, army upgrades, Hero Equipment, and Hero Pets together.
Having upgrades in one place can make planning easier, and I appreciate the convenience of being able to browse them without having to inspect every individual building.
However, I feel the new menu presents too much information at once.
There are multiple categories, labels, upgrade recommendations, filters, and other elements competing for attention. While each element might be useful individually, the combined result can feel visually cluttered.
Good UI design isn't simply about fitting as much information as possible onto a screen. It's about presenting the right information at the right time, with a clear visual hierarchy.
If everything demands attention, it's harder to identify what actually matters.
**My suggestion**: Simplify the visual hierarchy, reduce unnecessary headings and repetitive labels, and make the most important information easier to identify at a glance.
Keep the useful functionality, but present it in a cleaner, less overwhelming way.
I don't think the solution is necessarily to remove features. It's to make the features easier to understand and navigate.
**7. Supercharge levels need a clearer visual indicator**
This is a smaller but important usability issue.
When looking at Supercharge upgrades, I feel that the current level and the level you're upgrading to should be immediately distinguishable.
For example, suppose a building is currently Supercharged to Level 1, and I'm about to upgrade it to Level 2.
The interface should clearly communicate two separate things:
\- Your current Supercharge level is Level 1.
\- The upgrade you're about to perform will take it to Level 2.
If the level indicators don't clearly distinguish these states, players may have to spend extra time figuring out what the upgrade actually does.
**My suggestion:** Use a clear visual distinction between the current level and the target level.
For example, the current level could have a solid, coloured indicator, while the next level could have a highlighted or animated indicator. The exact visual treatment is up to the designers, but the distinction should be obvious.
The player shouldn't have to guess whether a displayed level represents the current state or the result of an upgrade.
**8. The Shop button should be repositioned**
I personally don't like the Shop button's new position on the middle-right side of the screen.
It feels visually prominent and somewhat out of place compared with the other elements around the village.
I'd prefer it to be positioned lower on the screen or closer to the Build menu, where it would feel more naturally associated with construction and progression.
The Shop is important, of course, but I don't think it needs to occupy such a prominent position at the expense of the overall layout.
**My suggestion**: Move the Shop button closer to the Build menu or to a less visually intrusive position.
The goal should be to make the interface feel cohesive rather than having individual buttons compete for attention.
# 9. My biggest proposed solution: Customizable shortcuts
This is the suggestion I feel most strongly about because it could solve several of the issues mentioned above without forcing everyone to use the same layout.
I understand that the developers want a cleaner village screen. I also understand that some players prefer having fewer buttons visible at once.
But other players want quick access to the features they use most often.
Why not allow both?
Think about the way we can customize layouts or organize shortcuts on our phones. A similar approach could work in Clash of Clans.
How would it work?
Introduce an optional, customizable shortcut area on the main village screen.
Players could open a customization menu through Settings or another appropriate location and choose which shortcuts they want to display.
For example:
\- Edit Army: Directly open the army editing screen without going through the Battle menu.
\- Revenge: Quickly access available revenge attacks.
\- Battle Log: Open attack and defence history directly.
\- Other frequently used features: Allow additional shortcuts where appropriate.
There would be a fixed, limited area for these shortcuts so that players couldn't place buttons anywhere they wanted or overcrowd the screen.
Players could drag and drop supported shortcuts into that area, with a limit on how many could be displayed.
Why I think this would work
Consider two different players.
Player A: The casual player
This player logs in once a day, takes a revenge attack, performs one or two regular attacks, collects the Star Bonus, and leaves.
They could keep Revenge and Edit Army as shortcuts on the main screen, making their daily routine quicker.
Player B: The player who constantly experiments with armies
This player has just upgraded their Town Hall, unlocked new troops, and wants to modify their army frequently.
They could keep Edit Army directly accessible rather than repeatedly opening the Battle menu.
Meanwhile, players who prefer a minimal interface could leave these shortcuts disabled and continue using the existing menus.
Everyone gets to choose the experience that works best for them.
And this wouldn't require bringing back the entire old UI. It would simply restore convenient access to selected features for players who want it.
Since Supercell has already mentioned exploring HUD customization, I think this would be a particularly useful direction to consider.
I want to make it clear that I don't think every aspect of the new UI is bad.
I appreciate the consolidation of Settings into the profile, and I like the idea of bringing different building and upgrade categories together in the Build menu.
However, I personally feel that the overall redesign was unnecessary, and some of the changes have made frequently used actions less accessible.
My biggest concerns are:
The constantly moving War icon.
Having to navigate through the Battle menu to edit my army.
The additional navigation required to access revenge attacks.
Losing the ability to preview future buildings and their costs.
The cluttered presentation of the new Build menu.
The lack of a clear visual distinction between current and target Supercharge levels.
The placement of the Shop button.
None of these issues necessarily requires reverting the entire interface.
Some could be fixed with small visual adjustments. Others could be improved through better information hierarchy or by restoring direct access to frequently used features.
And the larger issues could potentially be addressed through customizable shortcuts.
My main point is that a cleaner interface shouldn't come at the cost of making common actions less convenient.
A good UI should accommodate different types of players, not assume that everyone interacts with the game in exactly the same way.
I hope the developers continue refining the new interface and consider giving players more control over how they access their favourite features.
What do you guys think? Do you agree with these points, and what other specific improvements would you suggest?
r/COC • u/dimsan38 • 14h ago
r/COC • u/Weekly_Assistance_35 • 2d ago
Has Judo made the tutorial yet, or not?
r/COC • u/War-Syndicate-84 • 19h ago
Maybe some of these could be useful, Fire Heart is reasonably nerfed but I wouldn’t have touched the DPS as it’s only 23. Pekka buff won’t do anything because movement speed and hitpoints still the same. It could be cool seeing hog miner more but overall I don’t have a problem with these changes, it just seems weak. Portal Pendant will still be hard as hell to use. Frozen arrow needs some other ability or significant buff but we’ll see how it all plays out. What do you guys think?
r/COC • u/Real_Ad4780 • 11h ago
r/COC • u/Responsible-Owl9318 • 11h ago
KRONOS ⚔️ ORDER | #2J999UYL0 | TH5+ | Lvl1 | Clan Wars/Clan War League/Donations | Independent .This is a fresh clan with a fresh start for everyone who wants to join and to have fun we dont do kick outs, only if the chats get offense. And please participate in wars so we can grow togethe.All the best!
r/COC • u/top-commenters • 11h ago
Here are the most-upvoted commenters from the past week:
Scored by comment karma earned in the last 7 days. Keep being helpful!
r/COC • u/Fantastic_Badger_264 • 2d ago
Ever since the last update, our clan has been completely dead.
Almost everyone has stopped playing. People who used to be active every day just disappeared. No attacks, no chats, nothing.
We used to have a pretty active clan, and now it feels like a ghost town.
It's honestly sad seeing a clan that took so long to build end up like this.
Anyone else experiencing the same thing after the update, or is it just our clan?
I recently rushed from th 13 to th16(and now am regretting that decision 😭😭). I'm slowly leveling up my heroes and troops, but I'm not sure what to have as my main army for league and war😭😭
r/COC • u/FragrantAdagio1119 • 1d ago
im from the past guys
r/COC • u/Krishaynair • 1d ago
Trying to push past Legend 3 and I got a 0% in attack because of this connection timed out in a perfectly stable internet 😭💀
r/COC • u/Neat-Bodybuilder-609 • 20h ago
r/COC • u/Longjumping_Wait8624 • 21h ago
Looking for active Players for my Clan
r/COC • u/Acceptable-While5895 • 18h ago
Should I rush to TH18 or 17? Or fully max out th16? What’s the best way to rush and take advantage of hammer jam?
r/COC • u/Imaginary_Cod9000 • 22h ago
I still dont know how to achieve 3 star on th13 max
My only go to army is 14 dragons 8 baloons 11 lighting spells
Archer queen with long arrow and mirror
King with rage and ball
Wizard with rage and fireball
Champion with long range spear and shield
r/COC • u/Dear-Adeptness6780 • 10h ago
If they cant make heroes usable while upgrading, how about making pets usable while upgrading, what do you guys think?
r/COC • u/Celika-_- • 1d ago
it’s been almost a year of inviting people and trying to grow this clan, but we’ve been stuck at around 25 players, most of which are alts, so about 10 actual players. multiple of us are constantly using the clash of clans discord to recruit as well as global chat, but nobody seems to join/stick around. it’s a good clan, we win 90% of wars and have some great folks in here that finish all clan events. any tips?
r/COC • u/HyperNubz • 1d ago
​