does using lightning spell todestroy land count cause you could destroy an air defence and spam wall breakers trhter
Yes, this idea is awesome, should be implemented ASAP!
This idea is good, but has some minor issues that may affect game play.
Awe nah girl! I want to keep my loot and my cups! Dis idea is bad! (Comment)
does using lightning spell todestroy land count cause you could destroy an air defence and spam wall breakers trhter
I am also a good user of wallbreakers and yes wallbreakers are very difficult to control, and it pisses me sometimes, but i have to say that i still disagree with this.
One reason would be is that if this idea is implemented, it would be very difficult to build a base that can withstand an onslaught of troops that is unstoppable by walls because of wallbreakers that can be deployed almost anywhere. Staggered walls that are specifically used to counter wbs will be useless, building compartments would be pointless, and upgrading walls will be less fun.
On a different but slightly related note, some people say walls are too expensive but can easily be destroyed by wallbreakers. Here is the reason why i still upgrade walls and will continue to upgrade them is, that it forces people to use troops that bypass them. These would be wbs, hogs, and air troops. Not everyone carries them and if you do carry them, it eats the places that you could have used for other troops.
So if you want to destroy walls, you will still have to carry troops that undermind them. Thats why i say, let things as it is.
Anyone still interested in this?
What I really want is new AI for double walls. Whenever a player has doubled walls, the WB runs to the closest single wall, ruining your raids. The worst part is tht they can break through the doubled walls. Basically, let the wallbreakers go for doubled walls.
I like this idea. And wanted to thrown in another related to this that would be a "fix".
What if when you held the screen while drooping a wallbreaker, a line would appear showing the expected path of it? Like on a pool game when you're aiming: the farther you pull back, the farther you're telling the WB to run to. See pic and imagine the cue ball is a wallbreaker
Screen Shot 2015-05-07 at 3.00.16 PM.png
“We can ignore reality, but we cannot ignore the consequences of ignoring reality.”
Esp reasons #1, #4 & #5 -
1. walls are already bypassed by air troops n hogs and they cost a lot to upgrade.
4. JUMP SPELL from TH9.
5. it's a tower defense/strategy game - balance/strategy would be lost if wall breakers were too effective at countering walls.
While I agree that Wall breaker's AI needs some adjustment, I think your idea is somewhat OP. Lets say, there's one or two def building contained by walls. If I destroyed it with hogs (with the help of golem/giants as a tank and other troops destroying the buildings outside), does that count as a "Claim" area? If so, then
1. I could spam my wall breakers there and my troops will get an easy access at the core of the base.
2. I wont be needing jump spell anymore
3. Two staring a base with lots of compartments even with high level walls will be more easier
4. Anti wall breakers base design threads and youtube videos
5. Wall breaker nerf coming soon
Lol, just exaggerating with those points above. But yeah, playing for about 2 years now I think wall breakers are tend to just bust the outer walls (or the inner if the base design is just plain that it allows you to) then that's where your troops and jump spell comes into play to get to the core. It makes this game a lot more strategical in a sense that it doesn't let you depend so much on one kind of troop except for mass dragons of course.
Good idea i like it
aldor iron hand by Dabana
Check out my idea the dark elf
http://forum.supercell.net/showthread.php/641460-New-Dark-Troop-Dark-Elf-%28or-ice-elf%
and new hero concept "tap me in"
http://forum.supercell.net/showthrea...cept-Tap-me-in