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  Click here to go to the first staff post in this thread.   Thread: Balancing Blog Series: March 2016 Update

  1. #341
    Forum Elder noobishnoob's Avatar
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    Quote Originally Posted by SrilankanWIZ View Post
    Will defending troops leave the poision spell's range, even if we haven't developed any other troops.????? Plz explain im new here 😂😂
    Yes, exactly.

    Quote Originally Posted by JustGreat View Post
    Where did you get this information from ?

    If they want to nerf the poison, then it will be better to remove, keep it as it is, or remove it.
    Here:

    http://forum.supercell.net/showthrea...=1#post6882563

    "That's simply.....


    .....the way Clash of Clans is meant to be played"
    -♥♥♥♥♥♥cell

  2. #342
    Banned aur0ra85's Avatar
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    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.

  3. #343
    Senior Member therealsloppyoctopus's Avatar
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    Say goodbye to the poison spell

    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.

  4. #344
    Pro Member FistEnergy's Avatar
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    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.

  5. #345
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    Nailed it

    Can't use them at TH10 with reduced HP. THey didn't last as it was.

  6. #346
    Banned aur0ra85's Avatar
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    Quote Originally Posted by SuperSS27 View Post
    I think you mean lvl 4 hound. But there is also a rumor(from SC Staff) about a new DE troop in the update for TH10+.
    My bad, I haven't had coffee yet.

  7. #347
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    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


  8. #348
    Fresh Spawn
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    YES - I don't in the world know why they plan to remove the extra 30 secs for TH10 and 11!

  9. #349
    Millennial Club DanielRomanski's Avatar
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    Quote Originally Posted by SrilankanWIZ View Post
    Will defending troops leave the poision spell's range, even if we haven't developed any other troops.????? Plz explain im new here 😂😂
    Yes if you lure cc troops and drop a poison spell the defending cc troops will leave the radius of the spell. you need to engage the defending troops so they can't run away.
    Buff Air troops #UPUPandAWAY

    https://youtu.be/5akEgsZSfhg

  10. #350
    Forum Legend Superfinch30's Avatar
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    Quote Originally Posted by J1R0 View Post
    I don't understand the poison change. Does that mean that if we lure cc troops and start poisoning them, they will move out? Because if that is true, gg poison spell, it will be useless.
    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.

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