Ever spent millions on walls to watch them be torn down by cheap spells? Defense wise agree? Yes or no?
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Ever spent millions on walls to watch them be torn down by cheap spells? Defense wise agree? Yes or no?
4 quakes destroy any wall...it's not about levels
4 Quakes will only break through 1 part of your defenses, making it the same effect as a jump spell but at a greater cost (4slots instead of 2slots) the only upside to that act is that the opening is permanent instead of temporary.
There's no way someone will be able to use quakes to open up your complete base unless you have a poor base design. By making an asymmetrical base with muliple significant wall crossings you will be able to counter an attack with 4 quakes. The attacking troops require other spells to break through the rest of your barriers but the attacker has significantly less spell options thanks to the 4slot housing of the quakes.
Wether an attacker enters your first line of defense thanks to a jump or a quadquake your first line of defence will be passed by his troops. If he's using a quadquake you should consider yourself lucky as the attacker has a bigger disadvantage at the end of the attack.
The reason you should upgrade your walls issn't for the first 50% of the attack but for the sake of that second 50% of the attack. This makes the difference between a 2 star and 3 star raid.
Quakes have the great aspect of dealing damage in the form of a solid percentage. making them very usefull against buildings with a high amount of HitPoints. So instead of looking at the quake as a counter for walls you could also look at the quake as a spell usable in combination with other spells to deal the maximum amount of damage.
for example:
- The inferno has 2100 hitpoints on lvl 3
- The lightning spell does 570 damage on lvl 7 (but takes 2 spellslots)
- The quake does 25% damage on lvl 3 (but takes 1 spellslot)
So by using a quake on the inferno you'll deal 25% of 2100 damage (525 damage)
In case you use a 2nd quake it would deal 25% of the remaining HP (393,75 damage)
these 2 combined deal 918,75 damage but take the same amount of slots as 1 lightningspell that deals 570 damage.
that's almost double the amount of damage for your money ;)
this makes the quake-zap option a very popular one these days, as the effectiveness is much higher and the damage/cost ratio is much more efficient.
Well, you're clearly not seeing that this spell has 2 purposes, and that the level of your walls have nothing to do with the use of this spell. You either use the spell for walls which is a wasted when you look at the jump spell that fulfils the exact same purpose for less spellslots (level does not affect this purpose so yeah, maxing the spell issn't needed in this case). Or you use them to maximize the damage output on buildings from your spells.
The level of your walls are not related to the quakespell as they fill the purpose of blocking troops from entering compartments in your base. The higher your walllevel the more valueble time spend to break through. If you feel like you don't want to max your wall thanks to the use of the quadquake it's all up to you, but that would be the same as saying you don't want to max your walls because there are flying troops in the game.
Besides all things said above, max level walls also remain to be a status symbol. Die-hard farmers like to invest resources in their walls to show off their farming, irrespectively if it's actually adding defensive value to their base.
Just don't think the spell is balanced at all vs walls. Just not fair a lvl 1 eq will do the same as a maxed on walls. I think it should be 4 lvl 1 earthquake destroy say lvl 7 walls not lvl 11's
Glad you finally over looked the other aspect of the spells use and came to the true problem as I stated from the topic and opening statement. It is ♥♥ I'm glad we both agree lol that was like pulling teeth
I stopped reading the thread here.
Not everyone uses them solely on walls. My TH8 account uses 2 lightning spells and an earthquake to destroy an air defense, leaving only 2 air defenses standing while I still have a rage spell (and now a donated haste spell). In order to ensure that air defense dies, I need that earthquake spell upgraded.
My TH9 account uses 4 lightning spells and 2 earthquake spells, thanks to the DE spell donation. I destroy 2 air defenses, and use the two quakes to finish off the air defenses and also clip adjacent high health xbows to lower them down a little bit. Then 3 lava hounds and a wave of balloons will wreck the base.
Also, many bases have their air defenses centralized. If I can drop the earthquake on the air defense and manage to clip the clan castle and town hall as well, since they have the most health, I will do so. Granted, the upgraded earthquake spell doesn't do that much more damage than the non upgraded one. That just means it is lower on the priority list of upgrades and probably one of the last items to be upgraded.
But to the point, why upgrade walls if people can use earthquake... why upgrade walls if people can do air attacks? If you don't upgrade walls, people will just not use the earthquake spells and smash through the lower level ones. If your walls are high and your opponent decides to drop 4 quakes, then your wall levels might be what influenced him to attack your base with that strategy. He now has a funnel for the area of the base and severely limited the rest of his army because he used up 4 spell slots to do it.
He understood perfectly fine. Earthquake spells to take down a small portion of your base walls is a huge waste of spells... It makes their attack weak. He also made a point that what's the point of max walls if balloons and dragons can fly right over them? Upgrading your walls is still worthwhile because if you have a proper base layout there won't be much that the EQ can really do to destroy you
Also you seem to be focused on the concept of the levels of spell... It seems to work fine as it is the gameplay balance isn't offset by this. However upgrading EQ helps a lot with zapquake strategies on high HP defenses esp maxed air defenses.