Sorry, Devs, but raids are one of the most poorly designed aspects of an otherwise great game. The mast majority of raids that I both win (and especially lose) are nonsense! You’ve made attackers way, way too dependent upon getting big combos early on. I get that a portion of gameplay is dependent on favorable RNG but the balance between that and strategy is way too skewed in favor of dependency on a favorable tile board upfront. Because of the way raids are currently designed, I can lose a match in 5 moves or less even though my team may all still be alive at that point. Is this “working as intended”?
Either eliminate or drastically lower defender mana gain upon being hit. Especially if attackers are forced to hit a defender with an element it’s not weak against, this goes back to heavy dependency on a favorable tile board.
Reduce defender normal attack damage to make it more in line with average attacker 3-tile damage. I get there is some variability based on troop and hero level, but I still don’t think it’s balanced regardless as evidenced by the fact I periodically lose to teams 200 TP lower than me!
Stop matchmaking attacking teams with defenders more than 300 team points higher. It’s a waste of food resources re-rolling away from teams like that. There is literally about as much chance of attacking teams winning that match as there are winning a lottery jackpot. Does it happen? Yes, but the vast majority of people aren’t overnight millionaires either.
In closing, I really hate going into raids knowing that 9 times out 10, it doesn’t matter which heroes I use or how strong they are. I’d like there to be more consistency with wins or losses based on strategy and team synergy. You’ve just installed way too many disadvantages to attackers, and it makes that aspect of the game extremely un-enjoyable.