View Poll Results: Dark Blob

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  • Yes

    49 59.04%
  • No

    10 12.05%
  • Needs work

    24 28.92%
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Thread: New Dark Elixir Unit: Dark Blob

  1. #51
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    Op enough?

    I think it's a little too much. I think it should be tanky and deal less damage. It can absorb stuff and reform, making it harder to kill. It's also just a blob which can only hit so hard. I vote yes though, it's a great idea.

  2. #52
    Catherine Theking8133's Avatar
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    Quote Originally Posted by SamThePreist View Post
    I think it's a little too much. I think it should be tanky and deal less damage. It can absorb stuff and reform, making it harder to kill. It's also just a blob which can only hit so hard. I vote yes though, it's a great idea.
    Well like I said, I'm going for the DE version of a P.E.K.K.A.... At least I meant to say it. Its supposed to be a bit tanky, and still hard hitting. You think it would work better if it was for DB8?
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  3. #53
    Catherine Theking8133's Avatar
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    This idea has been featured in my TH11 layout:
    http://forum.supercell.net/showthrea...51#post4675951
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  4. #54
    Pro Member GameSketcher's Avatar
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    Quote Originally Posted by Theking8133 View Post
    One day, Finnick the Alchemist was attempting to fuse a rage spell with dark elixir, vastly increasing its strength. No one knows what went wrong, but all of the sudden, a huge explosion was heard coming from his lab. When his friends went looking for him, what they found was a hideous monster. Dripping of dark elixir, and fueled by the rage spell, Finnick no longer sits in the lab working on spells, he is on the front line, bringing destruction to his enemies.


    So my newest troop idea is a black, humanoid-ish dark elixir monster. It would have a color somewhere in between the black of dark elixir, and the purple of a rage spell. This troop would attack buildings, doing a 0.6 tile splash damage, targeting both ground and air. The AcA (Acid Alchemist) will have an attack range of 4, and damage of a higher than a golem, starting around 180 damage per hit. The attack rate would be 1.75 seconds. The attack animation would be a ball of dark elixir flying off of the troops hand, and then hitting the building it is attacking. The speed would be 14. training cost would start at 500, and would cost 75,000 for the first upgrade. the hit-points would be a bit higher than that of a P.E.K.K.A. Housing space would be 30, and would have a 15 min training time. This unit would take double damage from wizard towers, because magic spells created it, so wizards know best how to kill it (Or something like that). This troops special ability would be that it deals 2 times the amount of its regular damage to walls. This troop is a bit OP, but that is intentional. To counter that, the troop starts out looking very big (Taller than a wallbreaker) And as it takes damage, it shrinks in size. As it shrinks, the damage it does decreases as well. This way the troop can still attack defenses, but will still provide a boost on getting through walls. When attacking walls, his attack would look like a rushing black/purple liquid flowing out of both his arms. (Yes, this troop is a combination wall breaker and wizard.) My idea of its stats would be this:


    Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Dark Barracks Level Required Range
    None Area Splash 0.6 Tile Radius (Ground & Air) 30 15m 14 1.75s 7 4 tiles


    Level Damage per Second Damage per Attack (X2 to walls) Decrease of damage Hitpoints Training Cost Research Cost Laboratory Level Required Research Time
    1 187 374 1% DPS decrease per 1% Health gone 3,000 500 N/A N/A N/A
    2 218 426 1% DPS decrease per 1.5% Health gone 3,500 575 75,000 8 11 day
    3 260 520 1% DPS decrease per 2% Health gone 3,950 610 110,000 9 13 days


    Offensive strategies:
    Deploy with golems to protect from damage
    Use to save time getting through walls near the center of a base, where most wall breakers will die before reaching.

    Defensive strategies:
    Place wizard towers towards the center of a base, so the AcA is the first to step into it's range as it goes through the walls.
    Keep wizard towers spaced out to cover your entire base, to limit the amount of spaces the AcA can be while out of range.

    please, submit any criticisms, opinions, fan art, support, anything to make the troop better.

    Looks scarrrry!!!
    DDidn't have much time to read it... maybe later.

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  5. #55
    Forum Elder nas's Avatar
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    Hey,

    Firstly, I like the story and the concept. Great job!

    Now, as for the troop, although you said you made it intentionally OP, but I think it is too OP.

    I would take away the x2 damage on walls as I think that is not necessary. We got wallbreakers for that job and reckon it derails the games simplicity with the original troops. In addition, as it has more hitpoints than the PEKKA, wall damage x2 is another reason why it should not be included.

    Yes, it does cost a lot of DE to upgrade as it is a powerful troop. However, would you consider decreasing the cost slightly as it is off putting?

    Nonetheless, great work and I am sure it will improve further.

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  6. #56
    Catherine Theking8133's Avatar
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    Quote Originally Posted by nas View Post
    Hey,

    Firstly, I like the story and the concept. Great job!

    Now, as for the troop, although you said you made it intentionally OP, but I think it is too OP.

    I would take away the x2 damage on walls as I think that is not necessary. We got wallbreakers for that job and reckon it derails the games simplicity with the original troops. In addition, as it has more hitpoints than the PEKKA, wall damage x2 is another reason why it should not be included.

    Yes, it does cost a lot of DE to upgrade as it is a powerful troop. However, would you consider decreasing the cost slightly as it is off putting?

    Nonetheless, great work and I am sure it will improve further.
    K. Left stats the same, but did remove double wall damage. I will wait a week before giving it a new special power to make it special, which all DB troops have. If anyone wants me to add back in the wall damage part, please post. Also lowered the upgrade cost.
    Last edited by Theking8133; June 1st, 2015 at 06:44 PM.
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  7. #57
    Catherine Theking8133's Avatar
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    A new power for this troop came to me just now. When this troop dies, it dissolves into a pool. Once it does that, it starts healing. Unless a splash damage defense can damage him, he will re-heal totally (this ability only works once). If he is hit by a splash damage defense, the healing ends, and the troop begins attacking again. Opinions? And don't be afraid to tell me this makes it OP. I just thought that this is a brand new power. At least no one I have seen has said it yet.
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  8. #58
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    This idea is very overpowered and poorly thought out.
    Last edited by DanieltheKing; June 3rd, 2015 at 02:33 AM.

  9. #59
    Catherine Theking8133's Avatar
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    Quote Originally Posted by DanieltheKing View Post
    This idea is very overpowered and poorly thought out. Put some more thought into your ideas before you make a thread.
    Put some more thought into this... once again. Why? I cant make any ideas better if you just make a troll complaint. TELL ME WHAT IS WRONG!
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  10. #60
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    A ranged, damage dealing, self healing, higher hp than pekka that takes double damage from a WIZ tower? Seriously? So the wiz tower does as much damage as a cannon tower to it now. Tesla's do 200 dps to MELEE pekkas...and you really think this idea is worth posting?

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