iDAN's Version Of A New Troop: Ghost (Anti Inferno Tactic!)
Hey all! I'm a huge fan of searching for and finding great ideas on these forums. I don't post ideas of my own often because I'm not a fan of the forums being cluttered up by ideas that aren't well thought out. I'm as big of a critique on my own ideas as I am of others which is why this is only my second idea I've decided to propose. My first idea, My Builder Idea (Don't Judge Based On Title), has gotten great feedback, so I hope you all find this idea interesting as well!
*NOTICE: For the basic summary please refer to the Blue highlighted section!
Description: Ghosts are eccentric, creepy lost souls of the villagers who died during the fall of previous great battles. These poor souls who were once peaceful town folks are now seeking their turn to wreck havoc in other villages through brute terror!
Let's get to the meat of it. I've reviewed a lot of people's ideas for new DE troops and this non-living troop seems to be a hot topic. Here is my idea for a new DE troop: The Ghost
First we will take a quick look at the stats!
Favorite Target: Any
Damage Type: Single Target
Targets: Ground
Housing Space: 3
Training Time: 1 minute
Movement Speed: 16 (Thanks Zeal :rolleyes:)
Passive Ability: 0.5 seconds after every 4 seconds
Troop unlocked at: Dark Barracks level 3 (unlocked with the Valkrie; Town Hall level 8 req.)
Level 1:
DPS: 40
Hit Points: 260
Training Cost: 12
Lab Level: N/A (TH lvl 8)
Level 2:
DPS: 45
Hit Points: 325
Training Cost: 16
Lab Level: 7 (TH lvl 9)
Level 3:
DPS: 50
Hit Points: 390
Training Cost: 20
Lab Level: 7 (TH lvl 9)
Level 4:
DPS: 55
Hit Points: 455
Training Cost: 24
Lab Level: 8 (TH lvl 10)
Level 5:
DPS: 60
Hit Points: 490
Training Cost: 28
Lab Level 8 (TH lvl 10)
The stats alone seem boring and underpowered for the amount of spaces that the troop takes up, no? The stats will make much more sense after we view the mechanics of this troop. Here are the mechanics for "The Ghost:"
- The Ghost troop has the passive ability to become transparent and unseen by enemy defenses for a limited time, similar to the AQ's ability. The difference is that the AQ's invisibility is an active ability while the Ghost's is passive (and seems more natural!). Players do NOT control the Ghost's ability. Don't worry, I didn't just decide that the Ghost should have this ability without making it BALANCED and logical to me. This troop's ability fades in and out routinely, keeping it vulnerable most of the time, but at occasional intervals will become invisible for a very short amount of time. What's the point of the ability then? The passive ability is what makes the troop so unique. While this troop is relatively weak in hp and even more so in attack power, this troop when used correctly can temporarily avoid death.
-This troop when deployed starts off in it's normal, vulnerable mode for 4 seconds. After 4 seconds, this troop becomes transparent for 0.5 seconds, resulting in any defenses engaging the troop to stop attacking and begin attacking any other troops in sight. After the 0.5 second the troop becomes visible for another 4 seconds, and so on.
-The Ghost's hit points for each level was determined based on the DPS of cannons and archer towers of similar level. Here is a simple combat scenario example: One Ghostis deployed in range of an archer tower or cannon. In this case, theGhostwould survive one full 4 seconds from the archer tower if the tower was of one level below capped for that same TH level with the highest available level'dGhost. In other words, it is only possible for a cannon or tower to take out the troop in 4 seconds if it is capped at that TH level. Factoring in multiple defenses and/or multiple deployedGhostsor with other types of troops changes the turn out entirely.
-Like Witches, Ghosts are a risky troop if used improperly. Being a later troop unlocked, I find it fitting that, again like the witch, this troop could be a devastating troop if used well, or could be a waste of army space if overwhelmed by defenses.
-Deploying this troop in mass and/or with tank troops would allow them to survive much longer and deal out a decent amount of damage with the extra time alive.
--Deployed in mass, this troop would do well against most defenses thanks to it's passive ability. With the ability, damage would be spread out amongst the group of Ghosts when confronting single target defenses. This would allow the group to maintain their attack power until they die out.
Deployed with tanks, this troop can rely on the help of tanks when in trouble. This would by no means be a 100% success rate. We have all witnessed our tier one troops run past our giants just to get smashed by the defending structures ahead. With this troop, the ability would give chance for the tanks to catch up and begin taking the heat!
The main points of this troop:
Perks: transparency (Passive)
-Allows longer life for the troop
-Adds a new ground tactic
-Like the witch, troop is a ground troop even though it hovers
-Movement through walls?? (Under debate)
-Great troop against Inferno Towers set in single target mode! With the transparency ability, these troops in a group would constantly change the inferno's target, making this troop a great distraction!
-While in it's transparency state, this troop does NOT activate traps (would have to be some swell timing however)
-This troop is NEVER affected by the spring trap! (All other current traps apply damage).
-In comparison to other low sized troops, this acts as a (very) miniature tank
Drawbacks:
-Relatively low damage output
-In clusters, this troop is weak against splash damage defenses and multi infernos.
-This troop IS NOT invincible to damage while in invisible mode!!!
-Good or bad, this troop can set off traps while in normal mode
-Like skeletons, this troop CANNOT be healed (debatable)
I tried my best to make this troop balanced and logical, so I reserved a couple of mechanics to be pending to help balance the troop one way or another. When it comes to the troop's stats, I did try to make them balanced, but the stats are the last thing I'm concerned about. If SC was to implement this troop they would obviously take care of the stats. I'm more interested in your feedback on the general mechanics and intentions of the stats.
One debatable mechanic is the troop's ability to ignore walls. While this might seem like a buff of an ability to have, I feel that it would actually be a NERF. Why? Because if this troop could pass through walls it would get ahead of the rest of the army, resulting in a suicide mission. You might say that this ability would make it a great clean up troop, but this troop's somewhat low DPS for it's 3 troop capacity says otherwise. The other mechanical debate I have is it's ability to be healed (by healers and heal spell). My answer to this for now is that the troop would not be healed by at least the healer since the transparency ability with the troops along with the healer's ability would most likely be OP in at least some cases.
Hopefully this idea seems logical to all who take the time to read, and I truly appreciate all you who do take the time! As stated, there are a couple of mechanics that I am still deciding on with this troop for the sake of balance. I consider this post just a rough draft since I just came up with it, but I intend to improve it with all of your posts of wisdom! Please share your feedback, whether positive or negative. Most importantly, if you do not like this idea or a part of it, please share with me why! Constructive criticism is welcomed with arms wide open. Thanks!
You have talent. the Supercell team should recruit you for ideas lol
You have talent. the Supercell team should recruit you for ideas lol