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Thread: Researched troop additions, must read

  1. #1
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    Researched troop additions, must read

    Hello SuperCell community, this is Maklegend here. Although I have only joined about 2 hours ago to these forums, I have been enjoying the amazingly simplistic yet highly fun, and addicting game, that is Clash of Clans. Hats off to developers, think tanks, everyone who has put forth their time to make this piece of art what it is today.

    As I said I am relatively new. But I have been doing quite a bit of reading and am becoming familiar with many of the persistent ideas that arise here on these forums. One of these commonly brought up ideas is obviously the ever pending "coming soon" dark troops.

    Whether or not SuperCell has yet decided these new troops, after much reading I have reached several conclusions, as well as key concepts I believe many individuals are missing.

    We must understand that Clash of Clans is a relatively simple game, with a very light-hearted feel but an absolute blast to play. Even with the new addition of clan wars (which adds a degree of stress to the game) still maintains this feel, and I do believe that this is why the game appeals to all ages, and has risen it to the popularity that we now see today.


    So, with that in mind, ideas need to be SIMPLISTSIC. They need to follow the medieval/magical theme that SuperCell has instilled and we have all grown to love, and as stated above these additions need to be simplistic in nature. Almost every idea I am seeing on these forums is overcomplicated, not fitting with the theme or lore, or just flat out ridiculous. Averting these tragedies would be nice.

    So, lets get onto the meat of this post that is: dark troops. We have 5 potential slots left for dark troops, and plenty of ideas to go around with them. However, this post will only cover two of those potential 5.

    Now the following meet these three criterial checkmarks: Following the medieval/magical theme, meeting the simplistic requirement, and finally- following the dark troop theme.


    So for the first troop candidate, we have: The Spider
    #- Ability(s):
    -Scale walls
    -favorite target: any
    -The spider deals poison damage while normally attacking.
    (example, its normal "bite" attack does 40 damage, with 3 poison damage p/s)

    So after first glance, you may be thinking "meh, its ok". That is fair, but lets give this a little more thought. First of all, we all know that hogs can jump walls, however they target specifically defenses. This would add a nice, dark change to that allowing for a variety of choices. Now when coupled with hogs, this combination could be deadly. It essentially nullifies the purpose of walls. However, these suckers would be adjusted accordingly in regards to train times, population expenditure ect. to counteract that effect and achieving balance, just as is done with all other units in clash.

    The second troop: The Devil
    #-Ability(s)
    -1/2 damage from inferno towers
    -Upon death, demons erupt out
    -Favorite Target: any

    So again, at first glance this may seem rudimentary, but this does meet all three criterial markers. The 1/2 damage from inferno towers simply makes sense, and adds a bit of building specifics such as the Tesla v Pekka. Same concept, but different implementation. In regards to the demons, these would be somewhat tough enemies (perhaps 200 health or so, depending on the number) designed to attack any buildings they are near.

    As I sated earlier, this post will only cover 2 of the 5 possible slots, for validity purposes. But please, leave your thoughts below and feel free to comment. I would like to create a large thinktank on this thread if possible. But once again, thank you for reading and have a good day/afternoon/night, clash on.
    Last edited by maklegend; April 12th, 2014 at 06:47 AM.

  2. #2
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    Pleaseeee, give feedback

    All I am asking here is for simple feedback. Please tell me people in this community read...?

  3. #3
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    Feb 2014
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    I would have commented earlier because I red it yesterday but I wasn't logged in and I was on my phone so...

    First of all I like the troops you came up with, they are original and they fit in the theme, but, they sound kinda overpowered...

    But what I was wondering how could you poison a building?? I mean, I like the idea of a troop that deals damage and extra damage over time but I dont see something poisoning a building.

    Just my opinion...

  4. #4
    Junior Member
    Join Date
    May 2013
    Posts
    63

    Awesome

    Ok, here's what I like:

    Spiders shouldn't stay locked on to one building. Instead, they hit a building once before moving to the next, leaving their poison to do the rest of the work. This would be perfect for cleaning up after hogs as spiders wont be slowed by walls. Upgrading the spiders will increase the rate at which the poison deals damage.
    Disadvantage: spiders will progress throughout a base very quickly but the towers they attack will only be destroyed after the poison has completed it's damage. This effectively means that spiders will be targeted by all the towers as they move through a base, instead of reducing the number of towers by destroying them like conventional troops. This makes the spider a more realistic troop, preventing complaints about it being OP.

    Devils: I like the idea but the name is too dodgy....I don't think SC will release something by that name. Devils, demons etc are a bit too spiritual for a game that is supposed to target all ages and all cultures. However, this would be an awesome troop to conclude the dark troop series as it would add a bit of mystery/excitement in the same way that the pekka did. I especially liked the adjective ''erupting", the devil should unleash close to 30 demons. These will be susceptible to splash but must have a very fast movement speed.

    Awesome ideas.
    Last edited by MushiUnmasked; May 24th, 2014 at 06:49 AM.

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