Project NBT: Creating the Next Big Troop for TH10 (POST TH11 Update)
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For all troop creators hoping to create the 'Next Big Troop!'
This is my official project thread for the new Town Hall 11 update. Through this update, the need for a major increase in Town Hall 10 firepower has become not only ideal, but necessary. As a result of this update, we Clashers have seen many players simply bypass Town Hall 10 altogether in order for a more enjoyable experience at Town Hall 11.
But we can't really blame the players: Post-update, there's now only ONE new item that Town Hall 10s get to enjoy: the Inferno Tower. (I really don't like Freeze for Town Hall 9, but that's not the point of this thread :smirk:) So through this thread, I've decided to compile some of the troop ideas, or rather, factors for creating these new troop ideas which would hopefully create many viable options for Town Hall 10's own unique troops.
Tips for creating the 'Next Big Troop'
1. Keep it simple. As evident from the immediate liking for Town Hall 11's Grand Warden, simple is the way to go. The idea for the hero is pretty straightforward: He increases units' maximum health, and his ability allows all units inside to be invincible. This is a very simple idea, yet the Grand Warden has been proven to be not only powerful, but debatably overpowering.
2. Right now, don't worry about a troop that could be 'too powerful.' Now, I'm not suggesting you go ahead and intentionally suggest a troop that can destroy 40% of the base in one hit (2014 April fools, anyone?) but if you come up with a cool idea, don't hesitate to submit it and see what people think. A troop idea can almost always be 'nerfed' but is much harder to be buffed without ruining the purpose of the troop.
3. Think about how your unit would work with other units used at the same TH level. I say it all the time, and I'll say it again: When you're thinking of a troop, you want one that will fit into many different army compositions. But now, and I emphasize this point, you shouldn't worry about it working with EVERY unit because that is pretty much impossible. But make sure it will fit into army compositions primarily used at the TH level you are designing it for (in this case, Town Hall 10).
Those are the three main keypoints that I feel should be focused on in Town Hall 10 troop-making. (If you feel another idea should be added, or an existing one should be revised, please comment.) So now, I'd like to dive into some examples of what troop ideas I'm talking about, in case you'd like a concrete example.
Current Projects for the new Meta
Yes, I know. You've seen these troop ideas. But these are examples that I still feel are our best options for troops right now. (This subforum is sadly becoming less active by the day :() But let's get down into what I think makes each of these troops a valid contender.
1. Volcano Mage
Primary Function: Increases damage taken by buildings
Purpose: Help units take down tough buildings faster
Existing strategies it could work with: Any army with a first phase, GoWiWi
Why this would work: This concept is pretty simple and would work with many different strategies. Plus, it is more effective with kill squads, which is the way Supercell wants to go (but pretty much failed with).
Thread link: http://forum.supercell.net/showthrea...p-VOLCANO-MAGE
2. Rabbit
Primary Function: Disarms traps and when task is complete, turns into a full-on high damaging troop
Purpose: Help disarm pesky traps and take inner buildings by surprise
Existing strategies it could work with: Any army with a first phase, farming strategies
Why this would work: This concept is very simple, yet provides a unique twist when it explodes into a Rabbeast. It might seem too late to add a trap-disarming troop, but this troop, along with being my hands-down favorite forum troop, could easily bring balance to Town Hall 10.
Thread link: http://forum.supercell.net/showthrea...-(With-a-Twist
3. Knight
Primary Function: Absorbs a portion of damage and reflects the rest to the defense that targeted him
Purpose: Help destroy far-away defenses while your troops are distracted (Ahem, Eagle Artillery)
Existing strategies it could work with: GoWiPe, farming strategies
Why this would work: Another simple (and long-requested) concept that would very much balance out Inferno Towers...especially when on Single-Target mode.
Thread link: http://forum.supercell.net/showthread.php/623121-The-Knight-NEW-Dark-Troo
*Disclaimer* I was going to include the Cannoneer in this thread, but as of now I am not adding it because the Grand Warden has a very similar function.
Closing Notes
Thanks for reading guys! Hopefully this thread has helped all troop-creators out there get a better understanding of the new meta and what I feel will be the most successful troop ideas out there! As always, comment to show your feedback. Remember, this is NOT a place to advertise your troop ideas! Happy Clashing guys :)
-Anthony