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Thread: Skeleton traps are far beyond ridiculous

  1. #11
    Pro Member bnb525's Avatar
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    Quote Originally Posted by Yoyobuae View Post


    12~13 tile attract radius is just ridiculous.
    THANK YOU! I didn't come here to see whether the attacker of the other clan did great or not, THIS is what I think it's ridiculous.

  2. #12
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    Quote Originally Posted by Gama321 View Post
    You didn't clear and just spammed from one point without even spreading troops
    THIS.

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  3. #13
    Pro Member bnb525's Avatar
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    Quote Originally Posted by soaraspros View Post
    all golems on 1 spot, didnt funnel with wizards, didnt lure, and you expect to win? ♥♥♥♥ learn to attack
    I wasn't the attacker, it's a defense replay from our clan, meaning that I don't even know who the attacker is... I just used his attack to show skellies aggro.

    edited
    Last edited by bnb525; February 4th, 2015 at 09:53 PM.

  4. #14
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    Quote Originally Posted by bnb525 View Post
    I wasn't the attacker, it's a defense replay from our clan, meaning that I don't even know who the attacker is... I just used his attack to show skellies attracting powers.
    "Aggro" is the proper gaming term

  5. #15
    Forum Master zachUVA's Avatar
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    I was raiding a base earlier today (trophy hunting, not farming), and sent my heroes in for some cleanup. Queen went straight for the TH like she was supposed to, King gets a little sidetracked. King activates skeleton trap before dying, AQ leaves the Town Hall ONE HIT BEFORE DESTROYING IT to go kill the little guys, runs into some other defenses... and dies... and I lost.


    So I agree they're a very frustrating thing, and I'd have preferred they never existed, but that's the way it is and we have to adapt as best we can. CC troops do the same thing too unfortunately, albeit more predictably since you see the CC beforehand. Troop AIs have never been... umm... ideal, and probably never will be.
    Last edited by zachUVA; February 4th, 2015 at 09:54 PM.

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  6. #16
    Forum Elder Yoyobuae's Avatar
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    Another one which happened in one of my attacks. This time it's the defending BK which pulled out Pekka and wiz out of core.
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    Quote Originally Posted by TooBizar4u View Post
    Only troop you need is the goblin. The rest are just luxury troops.

  7. #17
    Pro Member bnb525's Avatar
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    Quote Originally Posted by zachUVA View Post
    I was raiding a base earlier today (trophy hunting, not farming), and sent my heroes in for some cleanup. Queen went straight for the TH like she was supposed to, King gets a little sidetracked. King activates skeleton trap before dying, AQ leaves the Town Hall ONE HIT BEFORE DESTROYING IT to go kill the little guys, runs into some other defenses... and dies... and I lost.


    So I agree they're a very frustrating thing, and I'd have preferred they never existed, but that's the way it is and we have to adapt as best we can. CC troops do the same thing too unfortunately, albeit more predictably since you see the CC beforehand. Troop AIs have never been... umm... ideal, and probably never will be.
    Thank you for your contribution, but I don't mind if they distract the troops in the way they ruined your attack, I mean I'm fine with the way they defend in cases like yours, however what I think that can and should be changed is the skellies "aggro" radius.
    Last edited by bnb525; February 4th, 2015 at 09:59 PM.

  8. #18
    Forum Master zachUVA's Avatar
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    Quote Originally Posted by bnb525 View Post
    Thank you for your contribution, but I don't mind if they distract the troops in the way they ruined your attack, what I think that can and should be changed is the skellies "aggro" radius.
    Err... that's the same thing. My Queen was near the Th, and was pulled away because of such a large "aggro" radius. Had it been smaller, she would've stayed put.
    Last edited by zachUVA; February 4th, 2015 at 09:59 PM. Reason: spelling

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  9. #19
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    Quote Originally Posted by Yoyobuae View Post
    12~13 tile attract radius is just ridiculous.
    I guess this sort of problem goes hand in hand with the thread regarding the witch in the defending cc summoning skeletons, which aggro dragons. It almost goes back to how heroes used to be lurable once they were engaged before they changed it so that you can't lure them past their trigger radius. The lure would have to be restricted to the trap's trigger radius, which is 5 tiles. The skeletons would not be allowed to move past that point without being reset and travel back to the trap tile.
    Last edited by Firkrag; February 4th, 2015 at 10:02 PM.

  10. #20
    Pro Member Lando409's Avatar
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    I personally like them & don't believe they should be tweaked with at all. It's not supposed to be easy, of course they're going to derail a raid every now & then. I don't think we should nerf everything that's hard or "op"

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