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Thread: Spell Idea for Discussion

  1. #1
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    Spell Idea for Discussion

    There are lovers and haters of the new poison spell. Personally, I'm not a fan because a centralized clan castle filled with troops was the only thing keeping the higher town halls from crushing me for my hard earned loot. Clan Castle troops was also a perk to being in a supportive clan. The poison spell totally removes the danger of a full clan castle and the need to draw out the troops before committing the major attackers.

    The idea is to have all spells equally affect attackers and defenders. A poison spell would slow/damage/kill the clan castle troops but equally slow/damage/kill friendly troops caught in the cloud. A rage spell would speed up the attackers but if not used carefully, would rage the clan castle defenders as well. Same with healing spell and lightning spell. This would force the attacker to be more strategic in spell deployment and give a little more life and effectiveness to clan castle troops.

    What say you all...

  2. #2
    Pro Member Katsukic7's Avatar
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    Hmm... You have an interesting idea here. What I think is that it does more effect to defensive (or in some spell cases offensive) troops than offensive troops. So if a poison spell does (e.g.) 600 damage to defensive troops, it could do 350 to the offensive.

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  3. #3
    Forum Veteran Birdcraft's Avatar
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    Nope

    Quote Originally Posted by Katsukic7 View Post
    Hmm... You have an interesting idea here. What I think is that it does more effect to defensive (or in some spell cases offensive) troops than offensive troops. So if a poison spell does (e.g.) 600 damage to defensive troops, it could do 350 to the offensive.
    i like the spell just the way it is thank you and I'm mostly raided on by th9/10s for 100% smash. Poised spell only gets used on my skellies anyway.

    btw Wayne Gretzky doesn't spell his name wane.

  4. #4
    Pro Member Callywally's Avatar
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    Quote Originally Posted by Flashpoint View Post
    There are lovers and haters of the new poison spell. Personally, I'm not a fan because a centralized clan castle filled with troops was the only thing keeping the higher town halls from crushing me for my hard earned loot. Clan Castle troops was also a perk to being in a supportive clan. The poison spell totally removes the danger of a full clan castle and the need to draw out the troops before committing the major attackers.

    The idea is to have all spells equally affect attackers and defenders. A poison spell would slow/damage/kill the clan castle troops but equally slow/damage/kill friendly troops caught in the cloud. A rage spell would speed up the attackers but if not used carefully, would rage the clan castle defenders as well. Same with healing spell and lightning spell. This would force the attacker to be more strategic in spell deployment and give a little more life and effectiveness to clan castle troops.

    What say you all...
    No. I'm very glad that the poison spell was added. The clan castle was:

    1. Getting overpowered. It was the best defense at all levels, even compared to something like the inferno tower. If you had to rely on a single defense to win, then there's a problem.
    2. No variety. All you'd see is wizards, witches, and archers. Finally, we'll be able to see some different troops for once.
    3. Random. A lot of the time people would use lightning to counter the CC, but sometimes lightning strikes could be a bit random, sometimes missing and ruining the attack.

    The only thing I think should be changed, is the current healer AI. This way there can be a troop to counter the poison spell slightly.
    Last edited by Callywally; July 14th, 2015 at 05:47 AM.

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  5. #5
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    I disagree. It's so useful for skeletons and a cc of archers. Yeah level 1 is a bit strong and shouldn't take out max wiz; but it takes long enough to where it makes sense.

  6. #6
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    Strategy Still Essential

    Quote Originally Posted by Callywally View Post
    If you had to rely on a single defense to win, then there's a problem.
    The clan castle is not a panacea for defense. It only served to give you a chance against higher town halls. Good strategy and timing are still essential. I'm only suggesting that with the new dark spells, any town hall below a 10 has no chance of protecting loot against a higher town hall, IMO.

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