Hogs, Traps, and New Troop/Spell Idea
Hi Clashers, I've thought of a few ideas that may or not be mentioned but I couldn't find exactly what I had in mind. Hopefully you like the ideas.
1. Change how hog riders react to spring traps
Details: Since they can jump, it doesn't seem to make sense that hog riders wouldn't be able to withstand being flipped into the air. Since hog riders already receive 1.5 damage from big bombs, it seems a bit much to be affected by spring traps also. They are the troop that's most affected by traps. Maybe make the hogs get flipped away but have the rider land on their feet turn into a hammer wielding ground troop (no long able to jump).
2. New troop or spell idea to focus on attacking town hall
Details: Often times troops will be attacking away at the town hall only to have a defending hero come over and start attacking the troops. Instead of destroying the town hall, the troops abandon their assault on the town hall and turn their focus to the defending hero. This often results in a lost opportunity for a star in battle and can be very frustrating. It would be nice to have a new troop that focuses strictly on the town hall (or maybe change AI on all troops to finish attacking the town hall once they start). Another common issue is when troops work their way around the town hall even though it's the closest building but unfortunately it's on the other side of a wall. An idea to remedy this could be to have a spell that lasts for 10-20 seconds that when used, any troop within it's zone changes it's focus to the town hall and only the town hall. Not only could the spell be used to attract troops to go towards the town hall but it would have them complete their assault on it so they aren't lured away prematurely to attack the defending hero.
3. Trap seeking troop
Details: Presumably with a high army camp consumption cost due to it's attacking advantage, it would be nice to have a troop that disables traps. Perhaps make it so defense buildings don't see it or can't attack it and allow the troop to disable a maximum of 3 traps. With the new skeleton traps, it seems like traps have become too much a part of defense and less about the defense buildings themselves. Troops are often set off course because they have to chase the skeletons around and it would be nice to have a way to disable the traps rather than having traps (something that shouldn't be so significant in a defense) put an entire attack strategy off course.