improving max level units that are donated (clan perk)
so i really like the clan perk of donated units going up 1 level, and then 2 levels later on, it's really useful especially for low level players
the problem is when everything is maxed the perk becomes useless, max level units don't improve so it kind of feels like a bit of a ripoff
my idea is to have special max+1 and max+2 levels that would only apply to donated units, separate from the normal level progression so that whatever max+1/+2 is doesn't dictate what a new unit level would have to be in a future update
visual representation: no new models needed for max+ units, just an aura/glow around them to show what they are, also the level icon would be different colors for +1 and +2 with the actual number still being whatever the max level is
gameplay effect: instead of being a straight damage/health increase like a whole proper level, it would be a very mild buff or passive ability, slightly improved at max+2, and different for each unit
Barbarian: minor damage reduction against splash damage
Archer: slight attack range increase
Giant: defenses under attack from giants take a minor penalty to attack rate similar to the poison spell's effect on units (would not be cumulative from multiple giants)
Goblin: tiny amount of bonus loot taken from collectors, storages, and castles
Wallbreaker: this is the trickiest one to think about because wallbreakers are not normally donated. the running theme in all these buffs is that they make the units better in their role. i thought about it and the only way to improve the wallbreaker outside of a simple damage/health increase is to increase his probability of success. i've thought about outright invincibility, immunity to traps, immunity to splash damage, immunity to direct damage but not splash damage, invisibility to towers and only being effected by traps. The problem that comes up in my mind is the possibility of a new tactic (which is not the desired outcome of any of these they're only supposed to be mild improvements); a mass wallbreaker rush from a full clan castle. seems really op imo. this one will require some more thought.
Balloon: a fractional amount of splash damage in an area large enough to hit all buildings touching the target, maybe visualized as little cluster bomblets
Wizard: a magic shield that makes the wizard invincible, activates the first time a wizard would normally take damage and only lasts a few seconds, can only be used once per wizard (OR another way to phrase it is each wizard has the invincibility shield active from the beginning, and the first time the shield intercepts damage that triggers a countdown to make the shield go away a few seconds later, either way the effect is the same) does not protect against spring traps
Healer: small amount of temporary overheal (think medic from team fortress 2)
Dragon: buildings catch on fire taking a small amount of damage continuously, not cumulative with multiple dragons, continues for a few seconds if the dragon dies or stops attacking
PEKKA: minor damage reduction against all attacks except teslas
Minion: small chance that a direct attack against a minion will miss, does not apply to area attacks like wizard/sweeper or air mines
Hogrider: traps triggered by these hogriders will have a slight increase to the delay before going off
Valkyrie: small chance that direct attacks against the valkyrie when she is attacking will reflect off of her and damage nearby buildings instead
Golem: slight increase to damage against walls and a small splash effect against walls dealing damage to any building directly behind the wall (applies to golemites as well)
Witch: when the witch dies a number of skeletons appear in her place, separate from her normal maximum (max+1 death skeletons equal to her normal max, max+2 skeletons equal to 1.5x or 2x her max)
Lavahound: as the lavahound takes damage, it drops mildly damaging embers in a small area directly beneath it
post your thoughts, ideas, criticisms, questions, feedback etc
one glaring problem that i've already thought of is that while all units are improved offensively, not all are improved defensively, but hey that's what discussions are for
another thing to keep in mind is that all of these buffs are meant to be very very mild, any percentage increase/decrease would have to be less than 10% possibly less than 5% so dont think this would mean golems are punching through walls with 2 hits or that barbarians would be immune to mortars