Radical "solutions" for radical mistakes, that's the way I see how Innogames makes decisions.
All started with a radical idea, which is, to give absurd points to Great Buildings in higher levels.
Result: Lots of complaints because the strategy of the game switched to Great Building boosting.
Radical solution: no only lower the points for GBs (which was the correct fix), but in addition give no more points for coins and supplies.
Results: Lots of complaints from customers who are not focused on war.
How hard is it to understand that this game attracts players with different interests, and that when Innogames decides to make a radical move that pleases a certain segment of customer, it loses other segments of customers? And a game like this to be successful needs critical mass.
An who said that warriors only like to battle? The most successful players I know enjoy applying a mix of strategies, not only focus on one.
What I'm trying to say is that the secret here is to learn how to balance the multiple interests from multiple types of customers, and radical moves have proved not to work, neither in the recent past, nor in the present.
For now I propose a boycott ... those who prefer a more balanced strategy game stop buying diamonds.
Regards