View Poll Results: Do you think this is a good idea?

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  • Yeah, I'd like this added!

    11 64.71%
  • Needs a lot of re-working.

    5 29.41%
  • Terrible idea

    1 5.88%
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Thread: The Apparition

  1. #11
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    It should be 95 health or something like that for level 1

  2. #12
    Junior Member Skeletor1598's Avatar
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    I like the idea. However, the way you worded it makes it seem like it's invincible. You basically stated that when it's health is low it becomes invincible AND summons reinforcements. You never specified how long it's invulnerable, which makes it seem like it can never die. I know that is not what you intend, but if you want Supercell to consider adding this, you must be more specific. Answer the question of how long it stays invulnerable. Much respect though.
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  3. #13
    Super Member kyumin2lee's Avatar
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    Quote Originally Posted by Antdroid View Post
    It should be 95 health or something like that for level 1
    I wanted to make it vulnerable, but not too weak for it's training cost and time.

    Quote Originally Posted by Skeletor1598 View Post
    I like the idea. However, the way you worded it makes it seem like it's invincible. You basically stated that when it's health is low it becomes invincible AND summons reinforcements. You never specified how long it's invulnerable, which makes it seem like it can never die. I know that is not what you intend, but if you want Supercell to consider adding this, you must be more specific. Answer the question of how long it stays invulnerable. Much respect though.
    After reaching enough attacks, it basically disappears from the map leaving behind a spark, and reappears with a clone which is at full health - they are invincible only during the 'disappear-reappear' period, which is a second or less. The original Apparition has the same health as before. After 're-appearing' onto the map, it also re-targets buildings as if it was just dropped.

    This serves as a cool visual effect and a chance for defenses to strike during the delay it takes for troops to start attacking.

    Thanks for the feedback guys!

  4. #14
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    A clone of the troop has full health? No, it's OP. Make it like after every single clone, the clones' max. health will be reduced by 5%. Also, add a limit. I don't want someone with an "Apparition" to easily 3-star my base because of like 5000000 Apparitions made.

  5. #15
    Super Member kyumin2lee's Avatar
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    Quote Originally Posted by DARWINIANS View Post
    A clone of the troop has full health? No, it's OP. Make it like after every single clone, the clones' max. health will be reduced by 5%. Also, add a limit. I don't want someone with an "Apparition" to easily 3-star my base because of like 5000000 Apparitions made.
    Well considering it's very weak and susceptible to splash damage, and it needs a lot of attacks and time to clone (even more for clones), I don't think clones at full health are a really big problem.
    I liked your idea about a loss in health after cloning, but I think something else can be done to prevent clone-stomps.

  6. #16
    Centennial Club cheddarcheese's Avatar
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    Looks awesome! Hopefully see it in game soon.




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  7. #17
    Forum Veteran PokeManiac's Avatar
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    A bit of improvemnt....

    Why not instead of no. of attacks , let it spawn the sub troops when it does certain total damage like 4000 , 5000 , .... Walls will count too and 3x more fill if it damages troops. That will be more convenient !!
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