Poison Spell Modifications - Damage Based on Troops' Total Health
I've seen quite a few complaints about the Poison Spell killing Clan Castle troop diversity. Now, most players can expect to see a Lava Hound, Dragon, or Balloon in the enemy Clan Castle. However, other people say it has increased Clan Castle troop diversity - before, all we saw was Archers and Wizards defending villages. But what if there is a way where we can make all good defensive troops reliable in the Clan Castle? After talking to Devil, I think I have an idea. :)
1. Poison Spell to do damage based on the % of defending units' total health.
I am suggesting the Poison Spell should do damage based on the % of a defending units' total health (unlike the Earthquake Spell, which does damage based on buildings' remaining health). But, you might say: "Doesn't this just switch things around? Make high hitpoint troops useless and weak ones strong again?" That's why I have added a few extra things.
- The Poison Spell will do 3x the % of damage to troops with less than 1000 hitpoints. Meaning that while (with the NEW level 1 Poison Spell) it would take away 15% of the Lava Hound's total health, it would remove 45% of a Wizard's or Archer's.
- Just like before, the Poison Spell will do 4x less damage to heroes. Meaning that while (with the NEW level 1 Poison Spell) it would take away 15% of the Lava Hound's total health, it would remove 3.75% of a Archer Queen's or Barbarian King's.
- Cost and research time will be adjusted to make this spell more usable and not deter people away from using it.
2. Advantages and Disadvantages.
Like any idea, there are advantages and disadvantages. This is to balance things out. However, I think there are less disadvantages than before (from both an attacking and defending point of view) which will overall make things more fun.
Advantages
- This puts the fun back in not knowing what will be in your enemy's Clan Castle.
- The spell will cause decent damage to all enemy troops, (even heroes, but not as much) instead of instant-killing only some enemy troops.
- Allows all troops that are good on defense to be used
Disadvantages
- It would take more than one spell to completely kill a troop(s), no matter what level.
- Could make more people decide to use the Lightning Spell since it can instantly kill some CC troops and cause damage to surrounding buildings as well. (However, it's more of a preference - Elixir or Dark Elixir; do attackers want to completely kill some troops or put a dent in all troops? You will also have to consider the level of the Poison Spell.)
3. Stat changes.
After all this, stats will need to be changed of course! Here is what I'm thinking. Research cost, training time, housing space and speed decrease will be the same as before. Remember that the Poison Spell does 3x damage to troops with less than 1,000 hitpoints and 4x less damage to heroes!
Level 1
Damage: 15%
Damage to troops with less than 1000 HP: 45%
Damage to heroes: 3.75%
Training cost: 90 Dark Elixir
Research time: N/A
Level 2
Damage: 20%
Damage to troops with less than 1000 HP: 60%
Damage to heroes: 5%
Training cost: 110 Dark Elixir
Research time: 4 days
Level 3
Damage: 25%
Damage to troops with less than 1000 HP: 75%
Damage to heroes: 6.25%
Training cost: 130 Dark Elixir
Research time: 7 days
Level 4
Damage: 30%
Damage to troops with less than 1000 HP: 60%
Damage to heroes: 7.5%
Training cost: 150 Dark Elixir
Research time: 10 days
If you like this idea, please comment and show your support. If not, please comment and tell me what you do not like about it, your feedback is greatly appreciated :)