View Poll Results: So whadaya think?

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  • Love it, make it the new troop, no changes

    11 18.97%
  • like it, needs a few tweaks, love to see it in the game, (comment)

    23 39.66%
  • Ehhh, needs some work, please comment

    9 15.52%
  • bad, you really would need to change my mind a ton (comment)

    8 13.79%
  • horrific, never post again!

    7 12.07%
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Thread: Vampire, not a mist-stake!

  1. #51
    New Guy
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    umm, so i love the vampire idea and all and i want to see supercell put it in soon but the length of time it will take for that update is immense, probably a town hall 11 coming out next anyway and with that new defenses, maybe instead of an archer tower, a stake launcher could be made to take out the vampire and it'd have an extremely slow reload but a barrel on distance or something, so it'd continue going for a certain distance doing damage to troops in the way, yet not really a splash thing. Seem cool/

    Special Thanks to Venomben for creating the wonderful GFX!!!
    Clash on (or off idc)

  2. #52
    Super Member Asmdus88's Avatar
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    I could do that

    Quote Originally Posted by Venomben View Post
    would you mind doing the art for the dark barracks, just for reference... It'd have grey stone spikes jutting out and about with skulls and minions on the tips and a yellow circle on the roof with the weapons crossed over it so its like the moon
    I'll do the concept art when I get a chance

  3. #53
    Pro Member Venomben's Avatar
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    thanks brah

    i know you must be swamped at this point with school (i think) along with anything else clash of clans reference art related, feel free to take your time with this as the idea will probably not go away and if it does, a bump won't hurt

  4. #54
    Super Member Asmdus88's Avatar
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    Haha

    Nah no school been years since I was in a classroom I just work, but yes busy/swamped much of the day so it'll just get did whenever it gets did lol

  5. #55
    Pro Member Venomben's Avatar
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    lol anyways... does the troop have the right stuff to make it into clash, i want more than just asdmus's opinion please

  6. #56
    New Guy
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    i know this might sound a little under powered, but what if you bumped the stats and made him take 1.5x damage from infernos because vampires burn in the light... Add an effect where if he is murdered and has had contact with the inferno tower(been attacked by) and he dies, he dies with a flash of lightning (lightning spell)

    Special Thanks to Venomben for creating the wonderful GFX!!!
    Clash on (or off idc)

  7. #57
    Pro Member Venomben's Avatar
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    Quote Originally Posted by Serpentstrike View Post
    i know this might sound a little under powered, but what if you bumped the stats and made him take 1.5x damage from infernos because vampires burn in the light... Add an effect where if he is murdered and has had contact with the inferno tower(been attacked by) and he dies, he dies with a flash of lightning (lightning spell)
    Quote Originally Posted by Serpentstrike View Post
    umm, so i love the vampire idea and all and i want to see supercell put it in soon but the length of time it will take for that update is immense, probably a town hall 11 coming out next anyway and with that new defenses, maybe instead of an archer tower, a stake launcher could be made to take out the vampire and it'd have an extremely slow reload but a barrel on distance or something, so it'd continue going for a certain distance doing damage to troops in the way, yet not really a splash thing. Seem cool/
    Interesting concepts, Ive added the idea of him taking extra damage to wooden objects (archers and archer towers) not sure if it would be fair to take extra damage from an already slightly OP inferno tower though. Still thanks for the suggestions. keep it flowing, pick your poison

  8. #58
    Super Member Asmdus88's Avatar
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    The taking extra damage from arrows was a brilliant addition to this troop concept.

    Also thought of something that might be a good idea as well.

    I liked the whole concept you have about toggling the vampire to use different abilities when produced.
    Something having 2 different ways to be used has already been established with the inferno towers and xbows, so it's not outlandish....

    And No troop type has this function yet so the vamp would be be the first and would stand out more for it.

    Under your current description though, there's no distinction between ability 1 or ability 2.... They both do the same thing of making the vamp heal itself an extra 25 life per hit.

    The vamp healing himself when dealing damage should be a constant regardless of which way you use him, so I don't think this is a good ability to have as a toggle.

    Here's my suggestion:,

    Option 1: Vampire is flying, follows minions when present (or targets enemy minions in cc), ***does NOT turn cc troops to zombies, and is faster than the alternative option but with lower DPS (DPS is 68/speed is 26)

    Option 2: Vampire is a ground troop, with his wings folded down like a cape, does NOT target/follow minions, but DOES turn cc troops into zombies when he kills them (only ground cc/can't attk flying troops), much slower than counter part but DPS is greater (dps is 105, speed is 16) (lv2 would be 120, speed is same)

    ***also with the zombies, i think they should have half life (50%) and half damage (50%) from their original form; the decaying life is a cool idea but I'd make it less than 5% (means they only last 20 seconds max, if it's 1% they could last 1 min 40 seconds if taking no damage); and I think all zombified cc should have a universal 10 movement speed

    Also, rate the vamp heals should always be 1/2, I don't think any ability should ever give him the ability to heal more than that on top of what he already does and give him extra health (ground lvl 2 would heal 60 per hit... Pair that with a healer and he'd be challenging to bring down)

  9. #59
    Super Member Asmdus88's Avatar
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    Also

    I think arrows should do x2 damage (200%) instead of 150% damage to him.

    At Max level 13 an arrow only does 98 damage, at 150% this is about 144 damage, to a troop which at level 2 has over 1000 life and a self healing ability.

    At 200% the max arrow would do 196 damage which makes it more of an impact. would make an attacker using a vamp need to be more careful about how they place them because archers towers will drop them quick.

  10. #60
    Pro Member Venomben's Avatar
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    Quote Originally Posted by Asmdus88 View Post
    The taking extra damage from arrows was a brilliant addition to this troop concept.

    Also thought of something that might be a good idea as well.

    I liked the whole concept you have about toggling the vampire to use different abilities when produced.
    Something having 2 different ways to be used has already been established with the inferno towers and xbows, so it's not outlandish....

    And No troop type has this function yet so the vamp would be be the first and would stand out more for it.

    Under your current description though, there's no distinction between ability 1 or ability 2.... They both do the same thing of making the vamp heal itself an extra 25 life per hit.

    The vamp healing himself when dealing damage should be a constant regardless of which way you use him, so I don't think this is a good ability to have as a toggle.

    Here's my suggestion:,

    Option 1: Vampire is flying, follows minions when present (or targets enemy minions in cc), ***does NOT turn cc troops to zombies, and is faster than the alternative option but with lower DPS (DPS is 68/speed is 26)

    Option 2: Vampire is a ground troop, with his wings folded down like a cape, does NOT target/follow minions, but DOES turn cc troops into zombies when he kills them (only ground cc/can't attk flying troops), much slower than counter part but DPS is greater (dps is 105, speed is 16) (lv2 would be 120, speed is same)

    ***also with the zombies, i think they should have half life (50%) and half damage (50%) from their original form; the decaying life is a cool idea but I'd make it less than 5% (means they only last 20 seconds max, if it's 1% they could last 1 min 40 seconds if taking no damage); and I think all zombified cc should have a universal 10 movement speed

    Also, rate the vamp heals should always be 1/2, I don't think any ability should ever give him the ability to heal more than that on top of what he already does and give him extra health (ground lvl 2 would heal 60 per hit... Pair that with a healer and he'd be challenging to bring down)
    Quote Originally Posted by Asmdus88 View Post
    I think arrows should do x2 damage (200%) instead of 150% damage to him.

    At Max level 13 an arrow only does 98 damage, at 150% this is about 144 damage, to a troop which at level 2 has over 1000 life and a self healing ability.

    At 200% the max arrow would do 196 damage which makes it more of an impact. would make an attacker using a vamp need to be more careful about how they place them because archers towers will drop them quick.
    OK so wonderful ideas, actually, only ability one is self healing I'm sorry if i didn't specify but having two different forms is actually a better idea. I will definitely fix that on my post and thanks for input, anyone else want to say anything against what i have done or what I'm about to do? please i like feedback and if you want this as the next dark troop, feed back is what will help the most

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