Yes, exactly.
Here:
http://forum.supercell.net/showthrea...=1#post6882563
Yes, exactly.
Here:
http://forum.supercell.net/showthrea...=1#post6882563
"That's simply.....
.....the way Clash of Clans is meant to be played"
-♥♥♥♥♥♥cell
I'm waiting to see what happens. TH9 triples have been dominated by valks for 6+ months. A buff will make them OP lol. And I can't argue reducing their hit points will make them even more ineffective at TH10+... Idk.
Am I the only one who sees this update killing the poison spell? The spell does damage over time, with the longer the troops are in the radius the more damage dealt.
I'm all for taking out the troops old school don't get enough wrong. But I feel the spell is useless now.
Say I lure troops to the edge of the map. Now I drop my poison and have to engage the troops. Can't really drop a tank at this point as he will move towards the center of the base and the cc troops will just follow. Well, if I'm just spamming my troops down waiting for the spell to work it wastes troop space. I think we are better off with a lightning or just doing it old school and dropping the right troops to kill them off.
Or just not lure at all and drop the spell when the pop out to fight me. Problems here are that the cc troops don't stand still. They will follow my troops around the base and leave the radius rather quickly. Leaving a poison spell that needs time to work alone and useless.
The balance was I can drop he poison and wait and sacrifice attack time or choose to fight them head on.
The problem is area of effect radius and damage over time.
It's one of the few parts I like so far. Watching troops die is boring and lame. Now you have to lure and drop the poison while they're engaging.
TH11, Level 158. 45/45/20 heroes. Village idled due to lack of new content.
Royale Level 12, around 4900 cups.
Royale F2P Level 11, around 4400 cups.
Can't use them at TH10 with reduced HP. THey didn't last as it was.
This is where the strategy part in a Strategy Game comes in.
Nerf Herder - Clan LVL 9 Tag #8URJ2R8
LVL 157 - Not-Maxed TH11 - Wall Puncher-40 | Wall Shooter-40 | Game Warden-16
LVL 118 - TH9.5 - Wall Puncher-30 | Wall Shooter-31
YES - I don't in the world know why they plan to remove the extra 30 secs for TH10 and 11!
It means: luring troops just outside CC, double poison, wait for them to die, then start raid...is dead. They will move out of the poison pool.
If you're using the poison with a killsquad, so that CC troops are engaging yours......they're not idle, so will indeed be poisoned.
Could still probably double poison, by feeding them barbs to keep them busy within the poison pool.
On a different note: while I agree that witches are slightly overpowered and VERY overused at TH11.....too many nerfs. Some yes, but the combination of all of them basically removes them from the game. Silly.
Maybe draw the line at GW ability reduction and skellies not triggering traps.
Last edited by Superfinch30; March 17th, 2016 at 03:28 PM.