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Minion Lord (4.1 Stars) | Minotaur (3.9 Stars)
Level 111 | Max TH9 | BK: 15 | AQ: 20 | Working on lvl 10 Walls
In my opinion, the minotaur seems much like a wallbreaker, giant and pekka combined. I also don't see how the minotaur can be like a general. Unless the minotaur has some sort of magnetic field, there is no possible way that the minotaur can act like a general from the army. But if you can work out a way to make the minotaur like a general, that would be cool. I think that the minotaur cost is okay, but the minotaur is taking the same amount of hit points as a valkarie. And Valkarie only cost 70 DE at level one. In my opinion, I think that the minotaur could be used in almost any type of attack, well except if you are going all air. However, I think that it would be a good troop to use. For defense, it would be an average troop to kill. The spring traps would be deadly to it. I think that the minotaur would be good to get down walls, but what if the minotaur only attacks walls, and then doesn't go for any of the other buildings because not all the walls are gone. The minotaur also seems like a horrible defense troop because although it take so many hitpoints, it will not attack airtroops and it could be surrounded by archers.
Just to clarify, I think that the minotaur is not a good troop, it just needs some fix some main points.
-Lulurossi
1. I'd like to thank you for the feedback and if you have any suggestions on how to make him better please let me know
2. I only say it acts as a floor general because he creates the holes for troops to funnel through
3. The focus of the Minotaur is to get melee troops easier access to enclosed buildings so yes, he will most likely be attacking walls until he's dead. There are enough defense targeting troops to back him up already
4. I do agree his cost is a little high.. What do you think it should be?
Minion Lord (4.1 Stars) | Minotaur (3.9 Stars)
Level 111 | Max TH9 | BK: 15 | AQ: 20 | Working on lvl 10 Walls
You made a great thread. I like the idea, but I don't think it's OP. In fact, it seems to need a buff. With hitpoints around a giant, it really wouldn't last terribly long. It also would be hit hard by traps. I think it needs more hitpoints, or the 2x damage from giant bombs should be removed.
Last edited by Nolanvw; July 13th, 2015 at 05:33 PM.
Minion Lord (4.1 Stars) | Minotaur (3.9 Stars)
Level 111 | Max TH9 | BK: 15 | AQ: 20 | Working on lvl 10 Walls
I like this, just a few comments. First off, the Minotaur should charge the wall within X (2-3 I would say) spaces of it, bringing speed up somewhat. Also, I feel that 20 spaces might be a bit much. I can get 5 wallbreakers, do the same amount of damage to walls, and still have room for attacking troops to make up for that secondary target. Also, would the Minotaur view the second wall, if I used a double row of walls, as the secondary target, or would it headbutt it again?
Overall I like this idea. ****
Last edited by Theking8133; July 13th, 2015 at 08:19 PM.
1. I was actually just thinking about the range in which the Minotaur should attack walls.. Don't want him walking all the way across the map for almost no reason. Think the range should be 5-6 tiles though. Just so that he is still most likely to only target walls.
2. Should i increase speed to say 24? Valkyrie speed?
3. Ok, Ill leave him at 14 housing space and spring trap susceptible for now
4. If the walls are touching he should just break through both at the same time. Anti-archer walls however he'd have to retarget.
Also, thanks for voting!!
Minion Lord (4.1 Stars) | Minotaur (3.9 Stars)
Level 111 | Max TH9 | BK: 15 | AQ: 20 | Working on lvl 10 Walls
The cost for the minotaur should be:
Level One: 175 DE
Level Two: 250 DE
Level Three: 350 DE
That's just what I think. Hope it helps!