View Poll Results: Should this troop be added to the game?

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  • Yes! Looks amazing!

    19 38.78%
  • Yeah, but it's not quite perfect.

    17 34.69%
  • Maybe, but it definitely needs some work.

    4 8.16%
  • Needs a lot of work to be added but could still happen.

    1 2.04%
  • No, it shouldn't be added.

    8 16.33%
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Thread: New Dark Troop: Wisp

  1. #1
    Senior Member evjohn13's Avatar
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    New Dark Troop: Wisp

    Available at: th10
    Dark Barracks:8 (after Bogman [Link] )
    Cost to upgrade Barracks: 4,000,00 Elixir
    Upgrades in level 8 lab
    Cost per unit:15 Dark Elixer (+5 per level) level 4 max
    Housing space: 3
    Training time: 2 m
    Range:Melee (same as barbarian)
    Damage per second: 35 (+5 per level) 50% of damage dealt is absorbed to replenish missing health
    Healing: Heals itself by 50% of damage dealt (increases by 10% per level [max 80%= 40 health])
    Health:110 (+20 per level)
    Targets: Nearest structure
    Unit type: Floating (basically ground but doesn't set off traps except teslas) Can still be damaged by traps set off by other units (Does not float over walls)
    Movement speed: Instantaneous (teleports)

    Description: These forest spirits long thought to be nothing more than traveler's tales are now known to be quite real and despite their outward appearance quite vicious!
    will_o__the_wisp_from_brave_by_starlightsorceress-d5rtt7d.jpg

    Physical description: Small translucent glowing puffs of smoke which take out structures by absorbing their essence. At level one they start out as pale white, level two they gain a hint of blue, level three they are a darker blue, level four they are a dark glowing purple color. When teleporting they leave a trail of afterimages from where they started to where they end up that fades away shortly after.

    PLEASE LEAVE FEEDBACK (good or bad is fine but i'm totally guessing at what the health and damage stats should be so if anyone has any tips on balancing these better then please help )
    Last edited by evjohn13; November 16th, 2014 at 12:42 AM.
    My Troop Ideas: Rogue, Bogman, Wisp, Alchemist, Trickster, Immolator
    My Spell Ideas: Diffusion, Illusion, Chrono,
    My Hero Idea: Minion Lord

  2. #2
    Millennial Club SkyMage1001's Avatar
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    Quote Originally Posted by evjohn13 View Post
    Available at: th9
    Dark Barracks:7 (after Bogman [Link] )
    Cost to upgrade: 3,750,00 Elixir
    Cost per unit:15 Dark Elixer (+5 per level) level 4 max
    Housing space: 3
    Training time: 2 m
    Damage per second: 35 (+5 per level) 50% of damage dealt is absorbed to replenish missing health
    Health:60 (+10 per level)
    Targets: Nearest non wall structure
    Unit type: Floating (basically ground but doesn't set off traps except teslas) Can still be damaged by traps set off by other units
    Movement speed: Instantaneous (teleports)

    Description: These forest spirits long thought to be nothing more than traveler's tales are now known to be quite real and quite vicious.

    Physical description: Small translucent glowing puffs of smoke which take out structures by absorbing their essence. At level one they start out as pale white, level two they gain a hint of blue, level three they are a darker blue, level four they are a dark glowing purple color.

    PLEASE LEAVE FEEDBACK (good or bad is fine but i'm totally spitballing at what the health and damage stats should be so if anyone has any tips on balancing these better then please help )
    Hi,

    This is quite a nice idea. How would its movement work? Does it just instantly teleport towards its target?

    Do they have a range? Or are they melee?

    Seeing as you want the "bogman" to be available at TH9, and TH10 has no new troops, it should be that this is unlocked at TH10.

    I would make it a bigger troop, because its healing will not help a lot (it would be shot down before it can actually heal). If it were me, I would double every stat or something to make the healing a bit more significant.

    Overall, 8/10. It is a good concept, you just need to flesh some things out a little.

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  3. #3
    Senior Member evjohn13's Avatar
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    Quote Originally Posted by SkyMage1001 View Post
    Hi,

    This is quite a nice idea. How would its movement work? Does it just instantly teleport towards its target?

    Do they have a range? Or are they melee?

    Seeing as you want the "bogman" to be available at TH9, and TH10 has no new troops, it should be that this is unlocked at TH10.

    I would make it a bigger troop, because its healing will not help a lot (it would be shot down before it can actually heal). If it were me, I would double every stat or something to make the healing a bit more significant.

    Overall, 8/10. It is a good concept, you just need to flesh some things out a little.
    Thanks for the tips
    #1: Yes It teleports instantly to the closest non wall structure although I was thinking it would be cool to add a trail like when it teleports over long distances it would leave little afterimages every 3 squares along the path it took that fade away quickly to represent its movement and make it less visually boring.

    #2:Melee, same as barbs, and I was thinking the attacking animation could be just little streams of wispy substance leading from the structure to each wisp.

    #3:The thing is, currently there are only 10 town hall levels and even with witches, the bogman, and wisps unlocked at th9 that still leaves 3 DE troops left to be unlocked so i figured the last two town hall levels should have 3 each. But I guess it would really be up to the devs if they end up liking either idea enough to add it anyway

    #4: I did put a fair amount of thought into the health and regeneration stat, I was trying to make it so that it wouldn't ultimately help them while they are under fire but instead would allow any that were damaged (mainly by splash damage) to regenerate after taking out that particular defense by attacking non defensive structures while out of range, I feel like the would be much too powerful if the healing allowed them to stay alive while attacking, mainly due to the fact that all splash damage (even wizard towers) can be dodged if troops move fast enough. I want the splash defenses to have time to actually do some damage before they teleport away. Maybe i'll have to do some math to check up on the average lifespan these would have during a raid to adjust the health and damage to better balance them. but I didn't want the healing to be a large factor.

    Maybe I'm going about it a bit wrong but thanks for all the well thought out tips! Really helpful and you've given me some things to think about and consider
    My Troop Ideas: Rogue, Bogman, Wisp, Alchemist, Trickster, Immolator
    My Spell Ideas: Diffusion, Illusion, Chrono,
    My Hero Idea: Minion Lord

  4. #4

  5. #5
    Senior Member evjohn13's Avatar
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    Thumbs Up

    Quote Originally Posted by Peterstrongpants View Post
    I actually just found an image that fits what I originally wanted it to look like but thanks for commenting dude

    If anyone has any comments, questions, concerns, criticism, or support I'd be happy to respond! Looking forward to your comments!
    My Troop Ideas: Rogue, Bogman, Wisp, Alchemist, Trickster, Immolator
    My Spell Ideas: Diffusion, Illusion, Chrono,
    My Hero Idea: Minion Lord

  6. #6
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    Looking pretty good i especially like bogman.

    I was thinking, maybe it should be very small, essentially just a flickering pale dot, and i thought maybe since theyre supposed to lead travelers astray, maybe make all clan castle troops run into woods? Its exactly how folklore says it works. Maybe one clan castle troops led astray per wisp. Add that and this troop is amazing, but i got a couple questions: do air defenses hit it? And what about ground troops like Barbarians (of course only occurring if theres more barbs in the castle than there are wisps to lead astray) Anyway amazing ideas you got there, you could either work for supercell and get paid big time or (hopefully not) make a better copy of CoC with your amazing ideas Also can a golem explosion damage it

  7. #7
    Senior Member evjohn13's Avatar
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    Quote Originally Posted by SkyMage1001 View Post
    Hi,

    I would make it a bigger troop, because its healing will not help a lot (it would be shot down before it can actually heal). If it were me, I would double every stat or something to make the healing a bit more significant.

    Overall, 8/10. It is a good concept, you just need to flesh some things out a little.
    Hey dude so I thought about this last part quite a bit and decided to raise the health and healing somewhat although not quite as much as you suggested. It seemed like doubling it would be too much when coupled with the high movement speed and low housing space. Thanks for the well thought out comment though! Helped me improve upon the original idea quite a bit

    Quote Originally Posted by TurkeyBacon1999 View Post
    I was thinking, maybe it should be very small, essentially just a flickering pale dot, and i thought maybe since theyre supposed to lead travelers astray, maybe make all clan castle troops run into woods? Its exactly how folklore says it works. Maybe one clan castle troops led astray per wisp. Add that and this troop is amazing, but i got a couple questions: do air defenses hit it? And what about ground troops like Barbarians (of course only occurring if theres more barbs in the castle than there are wisps to lead astray) Anyway amazing ideas you got there, you could either work for supercell and get paid big time or (hopefully not) make a better copy of CoC with your amazing ideas Also can a golem explosion damage it
    I dunno, I think having any troop that essentially cancels out clan castle troops is kinda overpowered, and just having a pale dot wouldn't be very visually striking, supercell tends to put a fair amount of detail into the visuals for this game so I'm not sure they'd go for something like that.

    As for the questions: No they are not targeted by air defenses (or air bombs for that matter) They are targeted as though they were a ground troop, their floating only serves to not set off traps however they still take damage from nearby set off traps like bombs and can be catapulted if say an archer happens to step on a pressure plate that they are hovering over. And yes, they can be targeted by barbarians since they are a ground troop and do take damage from opposing golem's explosive damage as well.

    Hope that answered all your questions If you have any more fell free to ask em! I'll try to answer them as best as I can! Any comments, support, tips or criticism is welcome as well!
    My Troop Ideas: Rogue, Bogman, Wisp, Alchemist, Trickster, Immolator
    My Spell Ideas: Diffusion, Illusion, Chrono,
    My Hero Idea: Minion Lord

  8. #8
    Pro Member ChandlerLiuTaiwan's Avatar
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    I like it!!!
    It is like a ghost or is it?
    Supercell should put more effort to think on this kind of idea

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  9. #9
    Super Member KMRS's Avatar
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    This idea is truely amazing!

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  10. #10
    Super Member Asmdus88's Avatar
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    Curious

    Question about how this troop moves, once you place it down does it instantly just teleport to a target a second later?

    There should. be some kind of range for that... And before it teleports it should slowly just kind of drift along at 10 speed like a. Balloon.

    also, it heals itself per attack?

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