One thing I read in the forums awhile back was the idea that wounded rate was tied to how much honor you have compared the to the person you are attacking or defending againt. Whoever has the higher honor will have a lower wounded rate compared to the other person. Though I can understand the logic behind the system from reading all the arguments for both sides, this system can really mess up those who didn't earn all those honor themselves. Take a hypothetical situation where you are in a strong alliance but compared to everyone else, you are still trying to develop your city and army. Then imagine all of a sudden your alliance goes to war with another and an incoming attack of 99k rams comes running towards your door. Obviously you got no way to defend against that yourself, so you ask for help. Your alliance sends you everything they got to take down this attack. The attack ends up hitting and you come out victorious. Thats great but now you got a problem. Not only did you win but you end up gaining some 8 million honor. However the 8 million honor did not come about from your army but from all your alliance reinforcements. However you stuck with all that honor but you are still in the "developing stage" and far from being able to crank out an army like the big players do. Right off the bat, he is screwed from that point on. He isn't always going to have reinforcements when an attack is incoming and on top of that his wounded proportion is more than likely going to be a measly 10% or a little higher depending on the person who is attacking him. When you are someone who is only make 50k archers a day compared to some who can make 300k+ a day, that 50% wounded proportion you had before could really come in handy.

On a similiar note, having high honor deters those from even attacking at all. What are you suppose to do when you are in the top 20 in honor but everyone you attack will always end up with around 10% wounded rate for yourself while your opponent is getting 40%,50%, etc.. Say you have a battle where 100k archers is attacking a city with 50k archers. You come out victorius but you lose over 90k archers. When you go heal, you get back your 9k archers while your opponent gets back his 25k archers. Or how about someone is sending 100k rams at your city and you lose 300k archers. When you heal you get back 30k archers while your opponent gets back his 50k rams. If that is unreasonable then a very simple common day example is scouting. You go scout a city that has 100k scouts with 100k scouts but with a better hero. The mission is a success but you lose over 95k of them. When you go heal, you get measly 9.5k scouts while your opponent gets his 50k scouts back. I can't even afford to scout the city again afterwards. However flip that scenario around and I can be scouted all day. Even after he loses from his scouting attempt, he can heal and send those 50k scout right back at you and finish you off. I really wish there was a button that says "Delete all your Honor" because whether it is scouting, attacking, defending, or anything for that matters having high honor is harmful. If the wounded proportion wasn't tied to honor, I could care less about the system however that isn't the case. I don't want to have to find exploits in the system to burn off honor. The simplest fix for this is to make the wounded rate random for every battle just like item drops. That way it isn't tied to anything so it cannot be exploited. It isn't advantageous to anyone in particular but simply a matter of luck.