View Poll Results: Do you like this troop?

Voters
22. You may not vote on this poll
  • Yes! It's awesome!

    2 9.09%
  • Yes, but it needs minor adjustments!

    11 50.00%
  • No, it needs major adjustments!

    3 13.64%
  • No, I would never use this troop!

    6 27.27%
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Results 11 to 16 of 16

Thread: *New Troop* Siren

  1. #11
    Trainee
    Join Date
    Jan 2014
    Posts
    25
    Added a poll

  2. #12
    Trainee
    Join Date
    Jan 2014
    Posts
    25
    Updated some characteristics.

  3. #13
    Senior Member fortuna's Avatar
    Join Date
    Aug 2013
    Location
    Germany
    Posts
    347
    Its to op, You could easily destroy any None IT Bases with 10 of them and heal spells.
    PSNID: DAW1990
    Gamecenter: Andre_wll

  4. #14
    Trainee
    Join Date
    Jan 2014
    Posts
    25
    Quote Originally Posted by fortuna View Post
    Its to op, You could easily destroy any None IT Bases with 10 of them and heal spells.
    Thanks for the input. I lowered the hp (from 2000, 2500, 3000 to what they are now, i agree that they had too much hp) to make them a little easier to kill. And I lowered their individual dps to around archer lvl. Since the majority of their dps is based on how much damage they take I dont believe massing them would be that viable to clear out a base. A total 16 in army camps plus 2 in cc 18 for a max base. Say 12 of them survive through and take out all the things that attack air, that would be like having 12 archers trying to mop up the rest of the base. They would run out of time before these could get across an entire base to take out all of the defenses that attack air, then have to do archer amount damage to all the cannons, mortars, possible x-bows set to ground only, storages, pumps, mines, th etc.. Now I could see having 10 of these (150 housing space) plus the rest maybe minions or drags might be a problem, so nerfing some of the other things such as housing space/cost/time etc. may be required.

  5. #15
    Trainee
    Join Date
    Jan 2014
    Posts
    25
    Also, the deflector could deflect all incoming effects (damage and healing/ rage maybe?), so that it only receives whatever % of incoming heal (say max unit would only receive 75% of the heal), which would be the same as damage, to help balance the unit.

  6. #16
    Trainee
    Join Date
    Jan 2014
    Posts
    25
    Revived with a few minor changes

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