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Thread: Troop that leaves an effect on buildings after attacking

  1. #1
    Senior Member Sman808's Avatar
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    Troop that leaves an effect on buildings after attacking

    ALL NUMBERS POSTED IN THIS THREAD ARE PURELY THEORETICAL
    *Read this paragraph (below) if you don't feel like reading the entire post
    My idea is to have a troop that leaves an effect on a building after attacking it, such as the building being on fire (burning), venom (or poison), or ice (frozen). Fire and venom are similar, both doing a small sum of damage on buildings per second for a certain amount of time depending on the level (such as the effect a scorcher leaves on a building after attacking it in boom beach). The ice effect would slow down the fire rate of defenses it hit for a certain amount of time (probably like minus 20%-30% for 4-6 seconds). The effects probably should not stack after 40-50% for the ice effect. The fire or poison versions of the effect would only be put into play on the first attack and refreshed with each new attack (each unit has its own seperate part of the effect which still takes place along with the attacks). The effect will go on until the effect time runs out if the troop dies.
    There would be 3 levels, and the troop would be unlocked at level 7 DB (the next open spot)
    You can defend your base from this troop by putting point defenses (such as the archer tower) near the outside with some buildings to sheild them from the projectiles in front to deal some damage to these units before they enter the base.
    Fire/Poison Effect
    This section of the thread will be about the fire and/or poison effect which is one of the ideas I had for a possible effect.
    I personally like this one more than the ice effect because it causes damage over time which would make it a good support troop, and this is what I had thought of origanaly, but it would not be as powerful.
    First of all, I will be talking about a ranged version of this troop, if it were a non ranged troop all one would have to do to find the stats would be to add a bit of health and damage (such as the difference between a barbarian and archer).
    This troop would be similar to a wizard or archer in attack style. The main difference would be the effect caused by this troop.The housing space should be 5 or 6. The speed should be 16 (same as barbarian). The DPS at level 1 should be near 90, adding 8-11 per level. Health should not be very high, probably needs to be between 150 and 160 at level 1, adding 12-17 per level. The DOT (damage over time) effect should cause 25 DPS at level 1, adding 5-7 per level, and the time should start at 3.5 seconds, adding .6 or .7 seconds per level (ending between 5.3 and 5.6 seconds at max).

    Ice Effect
    The stats would be similar to those of the other kind. The effect would lower the firing speed of defenses instead of cause DOT. Their effect could slow the firing rate of defenses by 20-25% at level 1, increasing by 3% every level.
    The time would be this same. The maximum stacking of this effect should be somewhere between 40 and 45% at level 1 increasing by 5-6% every (+6% starting at 40 or +5% starting at 45%)


    Please tell me if I left something out, I was quite tired when I created this. I will put suggestions in a list below:
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    EDITS:
    -Completely forgot how it could be countered with defenses when I originally posted it, added
    -Gave another reason why I prefer the fire effect
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    Feedback is appreciated, I know you are looking at this. Please explain what you think needs to be improved if you vote No.
    Last edited by Sman808; June 4th, 2015 at 10:01 PM.

    Relaxing flute solo
    My deck: Balloon, ewiz, inferno dragon, log, arrows, barbarians, ice golem, freeze

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