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This is a good example of a level that can be ruined by fish breaking the intended level mechanic. There are currently a few levels like this in the game, but at least for now we have the option to not use the fish booster on these levels. This particular level will become more difficult with the introduction of the new 'smart' fish. With the new fish mechanic, it's hard to prevent fish from appearing on the board, and you'll have to be careful not to activate a fish until all the toffees have been cleared. It also serves to confirm my suspicion that new fish mechanic may have more unintended consequences on higher levels than on lower ones, which are mostly workable.
By the way, I also have a go-to level that I use to collect wraps, and usually it's not difficult if you know how to play it. But at times that level becomes troublesome, and then it certainly feels like they've blocked me from replaying it for the Chocolate Box. It doesn't have fish, and it's likely a general algorithm difficulty change.
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You must have a different go-to level for wraps than mine. Mine never gives me trouble and I pass it in just one move if I have timed colour bombs going, so it will fill the chocolate box very quickly. I wish we could exchange go-to levels here but it's never safe I guess.
I'm SO glad I found this thread, I thought I was just imagining that the fish aren't working like they used to. Glad to confirm. Now I don't bother matching them or using them unless I have nothing but jelly that needs clearing, because they are close to useless now. They just go hit some random candy half the time.
absolutely agree; i would use hands/lollipops to make fish combos (fish x stripe; fish x wrapped); now this is useless
I'd be interested to hear how you have been faring since making this summary @MannyFae because these fish sure are set to stay in our games now from what I can see. They arrived in my games yesterday and so far I've almost ignored them. I managed to pass a snowstorm level with their help that otherwise I'd have failed, but basically these seem to be another method thought of by King to control the outcome of a level. If they want us to pass they'll drop us some fishes which will clear the blockers to speed things up, a bit like they used to drop colour bombs out of nowhere on lucky boards. This is also a nuisance if collecting colours and trying to draw out a level. I hope it doesn't now make all my purple collection data null and void as these fishes do speed up levels and make it harder to strategise to collect coloured candies. I haven't seen them actually ruin a level yet, but it's early days. So far I find them easy enough to ignore.
For what it's worth: go back to the old fish. The new fish are a major obstacle and way more stupid. They need to go back to school first!
The old fish was much better. This new fish is not clever and doesnt help the play.
So, instead of 3 fish targeting the squares you need, you get 1, and it often targets an absolutely random space, and that is being sold as a "sweet upgrade"? Got to hand it to these guys, the sheer brass neck on them is quite spectacular…
My lower level game is (and was) easy enough. The reason I put it on hold was that I found it difficult to constantly switch between the two games that have different fish paradigms. I'm much more worried about my main game, and higher levels in general, which I think the change will affect more. I won't discuss specific concerns for now, as my main game doesn't have the new fish yet because I deliberately stopped updating it in advance. My plan is to wait and observe how the change will impact levels based on posts in the Support forum. I'll keep playing without the new fish until things settle down.
So far, I hear reports that moves were cut down on many non-jelly levels, including those that depend on key drop rate, dragon drop rate, etc. For example, the now infamous level 8329 has had moves reduced to 20, there are a couple of complaints in the Support forum about it. It was my suspicion from the beginning that moves reduction is the ultimate goal of all this. Given that no one at King assesses tweaked levels before releasing them to players, there will be mathematically impossible levels for sure. While at lower levels such issues will eventually be ironed out, I don't have much hope regarding higher levels except maybe for the most egregious cases.
Overall, I feel like the change takes away more ways to affect the level outcome than it gives, and naturally I don't like that. The levels become even less strategic and even more relying on dumb luck, and naturally I don't like it either. Ultimately, I still stand by everything I wrote in my summary.