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Thread: New Spell (Hidden Hustle)

  1. #11
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    You would need to reduce the troop space and the duration a ton to make this at all viable. Take this example: 5 valks in a blimp dropped on a TH surrounded by three infernos, TH is 8200 HP, infernos are 3300 each. Total somewhere in the 18,000 HP range. Valks to 180 dmg/second X 5 = 800 dmg per second x 13 seconds = 10,240 damage. This is almost enough to take out the TH and one inferno. God forbid if the TH and those infernos are touching and the valks get to damage two buildings with a single swing. Worse yet, drop a rage on those valks too. All that damage before a single shot is fired at the valks.
    Last edited by Tosti111; April 8th, 2020 at 11:55 PM.
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  2. #12
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    Quote Originally Posted by Tosti111 View Post
    You would need to reduce the troop space and the duration a ton to make this at all viable. Take this example: 5 valks in a blimp dropped on a TH surrounded by three infernos, TH is 8200 HP, infernos are 3300 each. Total somewhere in the 18,000 HP range. Valks to 180 dmg/second X 5 = 800 dmg per second x 13 seconds = 10,240 damage. This is almost enough to take out the TH and one inferno. God forbid if the TH and those infernos are touching and the valks get to damage two buildings with a single swing. Worse yet, drop a rage on those valks too. All that damage before a single shot is fired at the valks.
    True but the spell accounts for 3 space so this harms your bag immensely. Ultimately you are not doing the same amount of damage as you would with a Rage spell. But I also do account for troops like the bowlers who do not shoot every second.

    Every spell should have troops they work well with and don't, so I am not going to change the duration but I will change the capacity.
    Not every spell will advantage the same for every troop, and that is what you are wanting from me. Such as an e drag or a golem. And using valks would just be one of the advantages. But I cannot lower duration due to one good combination.

    And if you have ever met anyone crazy enough to use that building combo than please advise them to change their base immediately.
    Last edited by FalconBubbles; April 9th, 2020 at 12:08 AM.

  3. #13
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    Quote Originally Posted by Tosti111 View Post
    You would need to reduce the troop space and the duration a ton to make this at all viable. Take this example: 5 valks in a blimp dropped on a TH surrounded by three infernos, TH is 8200 HP, infernos are 3300 each. Total somewhere in the 18,000 HP range. Valks to 180 dmg/second X 5 = 800 dmg per second x 13 seconds = 10,240 damage. This is almost enough to take out the TH and one inferno. God forbid if the TH and those infernos are touching and the valks get to damage two buildings with a single swing. Worse yet, drop a rage on those valks too. All that damage before a single shot is fired at the valks.
    I changed the max from 48 to 32. I am keeping radius and duration the same because of an explanation in my previous reply. The radius is staying the same so it may account to getting a max effect rather than a weak performance.

    And along with that. You just wasted 5 spell space, and a siege machine just attacking the town hall. That effects half of your attack.
    Last edited by FalconBubbles; April 9th, 2020 at 12:15 AM.

  4. #14
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    Quote Originally Posted by FalconBubbles View Post
    I changed the max from 48 to 32. I am keeping radius and duration the same because of an explanation in my previous reply. The radius is staying the same so it may account to getting a max effect rather than a weak performance.

    And along with that. You just wasted 5 spell space, and a siege machine just attacking the town hall. That effects half of your attack.
    On the right base, you can waste 8 quake spells to just take out walls. Five is cheap.
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  5. #15
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    Quote Originally Posted by Tosti111 View Post
    On the right base, you can waste 8 quake spells to just take out walls. Five is cheap.
    For me I use quake spells so I feel this spell would be very useful and I use 4 so I would be using 7 Spell space if I included this spell to clear out 1/3 of the base if I felt like it and the 5 to clear town hall so that is 12, So I have 1 spell space left. (13 Spell space is including CC). So I feel it is a perfectly balanced out spell.

    I am now going to close this one to discussion also since it comes down to this point. I am glad you talked to me and I want you commenting on my future ideas but there is no possible way to change this spell anymore except for duration. And I will consider changing it. But I feel it is perfectly balanced out at this point.

  6. #16
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    Use with some sneaky gobs to extend cloak in a siege for easy attack for anybody. And could it be donated? If so if it’s 1 space, it can be donated to a th10 with a siege and sneaky gobs for a 2 star to max th13.
    Last edited by MiniDeathclaw; April 9th, 2020 at 04:09 PM.

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