Page 4 of 8 FirstFirst ... 23456 ... LastLast
Results 31 to 40 of 71

Thread: New Defense Tower: Witch Tower

  1. #31
    Trainee
    Join Date
    Dec 2013
    Posts
    14

    Why no damage?

    If the witch tower doesn't do any damage or blocking,what use is it for a defense?

  2. #32
    Junior Member LastShadow117's Avatar
    Join Date
    Dec 2013
    Location
    Daytona Beach, FL
    Posts
    80

    I like this

    Quote Originally Posted by KingDao View Post
    Long have the witches aided our armies in their raids. Now though, an emissary from the witch covens has come to propose a change in our people's relationship. Introducing the first troop spawning defense tower:

    The Witch Tower*

    Physical Description: Perched on an edifice much like the towers of the wizards, the witch has a commanding view from which to summon fallen foes to fight for you. The witch does not actually damage your enemies, but she summons forth skeletal warriors (and archers!) from their graves to fight for you.

    LVL 1

    Max Summoned Units: 7

    Hitpoints: 650

    Range: 8 tiles

    Effect type: Area Splash (2 tile radius)

    Targets: Ground

    ...

    Skeleton**

    Damage Per Second: 25

    Hitpoints: 45

    Favorite Target: Any

    Damage Type: Single Target

    Targets: Ground & Air

    Movement Speed: 24

    Search Radius: 4 tiles***

    *tip: because this tower does not inflict damage, but requires gravestones to be effective, place it by cannons, archer towers, and within mortar range for maximum efficiency.

    **Skeleton stats are the same as the stats for the in-game skeletons that the witch troop summons. Furthermore, at the battle's end, skeletons have a 50% chance of turning into tombstones worth 10 elixir.

    ***Troops outside skeleton search radius are not targeted by the skeletons.
    This is a nice idea. Many good players (me too) lure out castle troops and heroes to defeat them outside, this is a good way to have some "support troop" defenses that cannot be affected by the lure tactic because lure them all you want, they will keep spawning troops till they are destroyed. I'm a fan as this shall give us a new raid tatics to combat this. My only fear is that it shall spawn troops indefinably and raiders wont target deference the way the clan castle troops affect raiders
    Clash Of Clan: Member of “pilot and atc” | Clan Tag: #2Q9PGV| 19,000 Trophies
    TH 10 l Lvl 130 | Highest Trophies: 2803 | Latest Achievement: War Hero! 2nd Star

    Boom Beach: Member of “UK Boom Daddies” | Task Force Tag: #R2G8CRC | 7,500 Force Points
    HQ 16 | Lvl 44 | Highest VP: 368 | Latest Achievement: Spoils of War!

  3. #33
    Millennial Club Jacksonian's Avatar
    Join Date
    Jan 2014
    Location
    U.S.
    Posts
    1,377
    Quote Originally Posted by KingDao View Post
    Long have the witches aided our armies in their raids. Now though, an emissary from the witch covens has come to propose a change in our people's relationship. Introducing the first troop spawning defense tower:

    The Witch Tower*

    Physical Description: Perched on an edifice much like the towers of the wizards, the witch has a commanding view from which to summon fallen foes to fight for you. The witch does not actually damage your enemies, but she summons forth skeletal warriors (and archers!) from their graves to fight for you.

    LVL 1

    Max Summoned Units: 7

    Hitpoints: 650

    Range: 8 tiles

    Effect type: Area Splash (2 tile radius)

    Targets: Ground

    ...

    Skeleton**

    Damage Per Second: 25

    Hitpoints: 45

    Favorite Target: Any

    Damage Type: Single Target

    Targets: Ground & Air

    Movement Speed: 24

    Search Radius: 4 tiles***

    *tip: because this tower does not inflict damage, but requires gravestones to be effective, place it by cannons, archer towers, and within mortar range for maximum efficiency.

    **Skeleton stats are the same as the stats for the in-game skeletons that the witch troop summons. Furthermore, at the battle's end, skeletons have a 50% chance of turning into tombstones worth 10 elixir.

    ***Troops outside skeleton search radius are not targeted by the skeletons.
    There are too many "towers" in the game according to me, I would feel better if it was called a Witch Spire or some kind of synonym to tower, but the word is over used in idea making. Speaking of ideas, you got a great one! Though the creation of skeletons should be minimal for balance and the IT would have to take a major nerf, the SPIRE should also be very very expensive to build/upgrade.


    Who am I? Level 161 and a proud veteran!
    Leader of: Cap Masters (#2PPVUU9YP)

    l GG: 1.27 Billion l EE: 1.22 Billion l HH: 5.31 Million l
    Combined Hero Levels: 85

  4. #34
    Senior Member KingDao's Avatar
    Join Date
    Nov 2013
    Location
    Right behind you
    Posts
    478
    Quote Originally Posted by Jacksonian View Post
    There are too many "towers" in the game according to me, I would feel better if it was called a Witch Spire or some kind of synonym to tower, but the word is over used in idea making. Speaking of ideas, you got a great one! Though the creation of skeletons should be minimal for balance and the IT would have to take a major nerf, the SPIRE should also be very very expensive to build/upgrade.
    I like the spire idea. I'll change the name. SC would probably nerf it at later lvls, but a level 1-2 witch spire would probably not be OP considering it has a max spawn count.
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

    Sig By OrangeJJ

  5. #35
    Super Member Chroniclermata's Avatar
    Join Date
    Aug 2013
    Posts
    773
    So this is like an infinite clan castle then?

  6. #36
    Senior Member KingDao's Avatar
    Join Date
    Nov 2013
    Location
    Right behind you
    Posts
    478
    Quote Originally Posted by Chroniclermata View Post
    So this is like an infinite clan castle then?
    Not at all. The Spire uses gravestones to spawn skeletons, and has a max spawn count. This limits the number of skeletons it puts out, and keeps it from being too OP. Please read previous comments. I have explained this multiple times.
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

    Sig By OrangeJJ

  7. #37
    Junior Member
    Join Date
    Aug 2013
    Location
    Sitting in front of a computer in a stuffy room when I could be outside enjoying life.
    Posts
    50
    So basically whenever an enemy troop is killed in the Witch Spire's radius the witch summons a skeleton? I'm not entirely sure if that's it, but if it is, it's a pretty cool idea.

    I do have a few questions, though.

    When you say that it does not damage enemies, but then you say it has area splash. Do you mean it has "splash summoning?"

    Also, when you say "Max Summoned Units: 7" do you mean seven at a time, or seven all together? And how does this fit in with the area splash idea?

    You said that "
    Skeleton stats are the same as the stats for the in-game skeletons that the witch troop summons", but normal skeletons can attack ground targets only, contrary to "Targets: Ground & Air."

    I think it's a great idea, though it could use a little work.
    Last edited by ShardFalconeye; February 11th, 2014 at 11:28 PM.

  8. #38
    Fresh Spawn
    Join Date
    Feb 2014
    Posts
    8

    Don't make it easy to get

    If this new defense is going to be like a wizard tower, don't make it easy to get. To get wizards, it costs elixer, so it is only logical to have the upgrades of this defense be of the other basic resource...gold. But for witches, they are not elixer troops, they are dark elixer. Thus, I say to get the defense and upgrade it should be done with dark elixer. Also, the unlocking of this defense, in my opinion should be at a level 9 Town Hall. The logic behind this; why should there be a witch tower at a Town Hall level that you can't even make witches. I mean look at the wizard tower. The first wizard tower is unlocked at a level 5 town hall, the troop unlocked at that level, wizards. Make the witch tower some thing you can only get 2 of. 1 at level 9 Town Hall, and another at level 10

  9. #39
    Senior Member KingDao's Avatar
    Join Date
    Nov 2013
    Location
    Right behind you
    Posts
    478
    Quote Originally Posted by ShardFalconeye View Post
    So basically whenever an enemy troop is killed in the Witch Spire's radius the witch summons a skeleton? I'm not entirely sure if that's it, but if it is, it's a pretty cool idea.

    I do have a few questions, though.

    When you say that it does not damage enemies, but then you say it has area splash. Do you mean it has "splash summoning?"

    Yes, I used the term "area splash" because this was a term players were already familiar with.

    Also, when you say "Max Summoned Units: 7" do you mean seven at a time, or seven all together? And how does this fit in with the area splash idea?

    This means 7 units all together. The splash effect merely makes it so that this tower does not need to target individual tombstones. It can hit a group of tombstones and raise multiple skeletons at once.

    You said that "
    Skeleton stats are the same as the stats for the in-game skeletons that the witch troop summons", but normal skeletons can attack ground targets only, contrary to "Targets: Ground & Air."

    Yes, in part of my description, I said that it would raise skeletal archers as well as skeletal "barbs", with the same damage stats as the skeletal "barbs". These archers can hit air units as well as ground units. Hence the targets:ground and air.

    In an attempt to answer further questions, here is some more info. All other stats for the skeletal warriors are the same as the witch skeletons, and the ratio for skeletal barbs to archers spawned is random.


    I think it's a great idea, though it could use a little work.

    I love your questions! My answers are in green, ​and I hope this helps you understand the thread better.
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

    Sig By OrangeJJ

  10. #40
    Senior Member KingDao's Avatar
    Join Date
    Nov 2013
    Location
    Right behind you
    Posts
    478
    Quote Originally Posted by TheOriginalmasterchief View Post
    If this new defense is going to be like a wizard tower, don't make it easy to get. To get wizards, it costs elixer, so it is only logical to have the upgrades of this defense be of the other basic resource...gold. But for witches, they are not elixer troops, they are dark elixer. Thus, I say to get the defense and upgrade it should be done with dark elixer. Also, the unlocking of this defense, in my opinion should be at a level 9 Town Hall. The logic behind this; why should there be a witch tower at a Town Hall level that you can't even make witches. I mean look at the wizard tower. The first wizard tower is unlocked at a level 5 town hall, the troop unlocked at that level, wizards. Make the witch tower some thing you can only get 2 of. 1 at level 9 Town Hall, and another at level 10
    I think this defense should still cost gold. I am curious as to what my readers think a good price range is, but I think DE is out of the question. As for the TH lvl to unlock this tower, I was thinking the same as you, one at 9, another at 10, with possibly a third at 11. It is in My TH 11 idea thread because I figured they could come out in the same update.
    IGN:*Daowulf*
    LvLs: TH- 9 EXP- ​102
    Clan:​Rise of Arnor (Leader)

    Sig By OrangeJJ

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •