I know this probably will never get read but this should be available at th 8 rather than say th 10, it would make so many people use the troop with the gowikn strategy and all the others
I know this probably will never get read but this should be available at th 8 rather than say th 10, it would make so many people use the troop with the gowikn strategy and all the others
I like this idea a lot but I think it should target all and not defenses
Life is like drawing without an eraser. If you screw up, you have to make the best of it
Level 109 TH9
GG: 291M - EE: 297M - HH: 1.04M
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Sorry for the delay in posting. I would the Mayor of Dawnbreak City and I liked that title
Thank you jasonhudson, Darkslayer, and FlyAutumn for replying to him while I wasn't there
The reflection is an ability, and therefore should be it's own troop. And its stats are no where near a golem. It has double the DPS and half the HP.
First idea - too much effortjk I might do it when I'm not in the mood to procrastinate
Second idea - good point I'll do that
Jahboy is right, this woupd replace golems. And this troop is OP if the base doesnt have xbows or infernos
The reason it targets defences is so it can break into the base and utilise the reflection
25 seems too muchI'm not too sure really
Last edited by TheOneTheyCallSmasher; August 21st, 2015 at 12:12 PM.
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Okay I have several ideas that will make this troop more balanced, as this troop is a little too powerful right now in my opinion. (Some of them might sound odd but you will understand as I explain more)
First of all, decrease the training cost to 375, 425, 500. Then increase lab upgrade cost to 80,000, 100,000.
Then, I say remove the Healing ability. It's not very useful right now and it makes the troop confusing, especially since I'm going to add another ability to him in a second.
Third, decrease hit points by a lot, probably 750, 900, 1200.
Fourth, decrease housing space back to 20, as after this the troop won't be as powerful as before but still very useful.
And finally, the ability: Make his armor absorb defense fire! I'm thinking it should go like this: whatever % he reflects back, subtract that from 100% and make that the damage he takes from defenses. (Example: a level 3 Knight reflects 35% damage...make him take 65% damage from defenses). But keep bombs with their full effect on him.
I think this will balance this troop out a lot better. All these suggestions will only work if they are implemented together, but if you do I feel this troop would be much easier to understand/make more sense (after all, it makes sense to implement the Knight's armor!)/and make this seem more like a Town Hall 10 troop. If you add these things it will officially enter my top two favorite troop suggestions![]()
Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
I will when I next update the thread
OK so here's what I think I'll do:
✔Decrease the training cost and increase lab cost
✔BIG UPDATE: I will add the armour ability!
✔And I'll do the other stuff you said tooexact stats to be revealed later
✔oh and I'll remove the Reflection stats table because it's too much effort updating it all the time
EDIT!
What's New?
✔Troop takes less damage (% based)
✔Level 3 Training Cost increased
✔Upgrade Costs increased at all levels
✔HP decreased at all levels
✔Housing Space decreased to 20
Last edited by TheOneTheyCallSmasher; August 21st, 2015 at 03:56 PM.
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Reduce the DPS a tiny bit..
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