I mean a total of over 1000 or under 1000 HP, they can't be healed from 999 to 1001 HP and suddenly change the amount they can be poisoned.
Poison is fine as it is.
It was added because Witches/Wizarda in the Clan Castle were overwhelming Heroes far too easily.
2 Max Witches could take out a Max Level Barbarian King, I don't want to see this come back.
I'm not sure if it's taken away diversity...it's shifted away from witch/wizard/archer/barb, and toward dragons and I guess valks and loons. What ends up happening particularly at higher levels though is no one is going to bring poison in a war/trophy attack because they know it won't help.
What is presented here is probably too weak against lower level troops. A level 1 poison should probably still kill archers, but it should take at least level 2 to kill a witch and probably level 3 to kill a wizard.
I think if it's changed it needs to function more like earthquake...it should deal a set damage + percentage.
Level 1: 50 damage + 15% of original HP (kills archers, goblins, wbs)
Level 2: 100 + 20% (kills barbarians, minions, witches)
Level 3: 150 + 25% (kills wizards)
Level 4: 200 + 30%
Halve the numbers for heroes.
Why not? It gives incentive to donate higher level troops. I think it is fine as it is.
I'm going to have to agree with Awesomeness. I'm not sure two max Witches could take out a max King, but if they can, there are already ways to deal with it. Plus, you're forgetting the Poison Spell also has the slow-down affect, which makes it easy enough for heroes to destroy Witches...not to mention your other troops involved in the battle :D
So a primary damage, plus %? In my opinion, that eliminates the purpose of what I'm proposing and it might as well not be changed. :)
So, I have changed things up a bit. I increased the damage % by 10% across all levels, but made the additional damage to units with less than 1000 HP vary depending on level. (x3 at level 1, x2.5 at levels 2-3, x2 at level 4) This way, it will take weak units to a little less than half health at level 1, almost kill them at level 2, and completely kill them at levels 3 and 4.
Lol alright I have read the whole thing now :smirk:
Poison Spell still has the slow down affect, so it won't be useless against skeleton traps. And archers can't kill units in one shot, so this will help with that.
Also, the spell will act like a normal spell at levels 3-4 to add a bit more strategy into the game (decide what you should put in your clan castle, as attacker might not bring a level 3 or 4 poison spell :))
I reviewed it and this is even worse than it was before.
Here are my issues:
1. If 2 max poisons completely take out the CC, the CC is pretty much useless in war or for trophy pushing. Might as well just fill it with barbarians I guess so it looks like something is in there. Even 3 may be OP, I'm not sure, but it seems okay considering you still have to lure and now those are spots you can't use for something else, and are only helping you with one specific task.
2. A big part of what this was designed to solve was low level casual players (the majority of active users) having to deal with going up against witches in the enemy CC. This requires them to upgrade to level 3 before it will really help with that aspect of the game, and that's too high. Level 2 I could see.
3. That 1000 HP cutoff. You don't seem to realize SC choose 270 for a very good reason. Again, witches and wizards were the biggest problem for most attackers. This takes care of those most commonly seen troops ruining an entire raid before it gets off the ground, and also has enough power to take out a level 1 hog (barely) or a level 3 balloon. You'd be better off sticking with this instead of raising it so high, because now you've made max loons, max hogs, level 6 giants, level 3 healers, and level 1 valks useless too, as they can all be completely destroyed by a single level 3 poison. (but for some reason not max healers or giants or valks 2+, which really makes no sense)
4. By not having it kill mass archers/barbs until level 3, you've negated pretty much the entire point for anyone below about 2000 trophies who uses poison for raiding in multiplayer battles, which is most of what it's good for to begin with. If 2 level 2 poison spells doesn't completely wipe out a herd of archers/witches/skellies/or even wizards, there's absolutely no reason for me to bring them because I'd be better off with a single lightning spell.
I'm not sure why what I proposed would negate the entire point...both what I said and what you originally had nerfs the spell against lower level troops, and makes it more useful against higher level ones. Both what you had originally and my suggested changes would make it so 3 max poisons kill any troop completely.
The main difference was that you nerfed it against lower level troops too severely, to the point where it won't kill anything entirely until upgraded to level 3 and becomes pretty much pointless, and created a huge gap in its affect on troops above or below an arbitrary cutoff. My suggestions solve that latter problem rather eloquently, making it so 1 poison at each level start killing more troops, and troops with mid level HP like say max hogs or loons could be killed with 2, much like they are now. After reexamining though I wonder if I didn't nerf too much too, because as I said the spell doesn't seem to have any real use if lightning ends up being more effective.
Ultimately, I'm not sure if my suggested changes are enough...if wizards should be killed completely at level 2 and barbs and witches at level 1, because remember you have to measure this against the capability of level 4 and 5 lightning spells.
Ultimately, the damage + % solves the issue of the arbitrary 1000 HP cutoff you have.
I agree with this idea. In the past 10 wars I have encountered one clan castle with wizards and witches in it. That is 20 bases. The rest had dragons and one had a lava hound. Way too predictable now.