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.
|Trophy Offer Formulas Discovered!|
^Now with a handy table linking offers and cup differences^
RIP Smash Land
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.
![]()
Last edited by bnb525; February 4th, 2015 at 09:59 PM.
Last edited by zachUVA; February 4th, 2015 at 09:59 PM. Reason: spelling
|Trophy Offer Formulas Discovered!|
^Now with a handy table linking offers and cup differences^
RIP Smash Land
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.
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"