ill try to draw a pic on a piece of paper if that is enough, but im not much of an artist
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You could have like 2 of them and spam gobs by a wiz tower, then the 2 of this troop would literally take out any base by themselves due to the bonus they get from dead troops
:cool:hello punisher fans, I have just added a new feature to the punisher to make sure it isn't too OP:
when the punisher(s) heal themselves, and gain damage per second, the hitpoints and damage per second are distributed between all the punishers that are ready for deployment and on the battlefield.
please remember to reply with what you think about the punisher, and vote on the poll.
This is what I mean, it has a space of twelve, and is unlocked with the Valarie, which is unlocked at town hall eight. At town hall eight, you can have a max. army space of two-hundred.
overpowered comp. one) two Punishers, one-hundred seventy-six barbs/goblins/close-ranged unit.
overpowered comp. two) sixteen Punishers, four wall breakers]
|-- They kill themselves when they blow up a wall, so you
overpowered comp. three) ten Punishers, forty wall breakers. ] can put a Punisher in the corner and go wall breaker
happy and boost up that one or more Punishers
you deployed.
I don't know if you misread my last update, but I had made the original version of the troop less OP. I had said that the troops healing and damage per second gain would be evenly distributed between all punishers in pre-deployment and on the battlefield, and the punisher wouldn't go over its starting health anyway, allowing it to be killed and not rampage around the base destroying everything and never being stopped. if at level 1, it starts off at 100 hitpoints before deployment, it will never go above 100, and same goes for any level of the punisher. now back to the distribution. say you have four punishers on the field, none in pre-deployment, and twenty archers have died. then the punishers would gain 5X3 hitpoints and 5X2 damage per second. each would heal itself by 15 hitpoints (never going over its starting point) and 10 damage per second. the damage per second CAN go over its starting point because it never gets reduced, unless in a future update they put in defensive spells that reduce the damage per second.
I will slightly decrease the starting point for hitpoints and damage per second if you consider this that overpowered.
please give a review on this new update, and consider changing your vote on the poll.
~ben