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Thread: Clan Castle Waves (Slight Nerf to Poison)

  1. #1
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    Clan Castle Waves (Slight Nerf to Poison)

    The introduction of the poison spell should have broadened the number of troops that were useful for CCs away from the standard 2-2-3. Instead CC's are almost always filled with high hitpoint troops now, the theoretical variety would have been great but instead of of opening doors for all troops to be CC troops the poison spell opened the door for one type while closing the door to another type. An idea that could solve this issue would be CC waves. The first wave would be the same as always, same trigger radius, but the amount of troops that come out would be half (or 3/4 if that would be more balanced). In order to get the other troops out of the CC you would either trigger a secondary radius, which would likely be around the size of a tesla radius or smaller, or wait for 1 minute after you initially triggered the larger radius. Not only would this combat the poison spell because you couldn't poison all the troops simultaneously, but it would also add a new dynamic to base design as well as the conservation of spells while attacking. I think the order the troops are deployed form the CC would remain the same, but at half your CC space they would stop being sent. Just to restate the above: Clan Castle's would have two trigger radius', one being the same size it is currently and the other being smaller. Once the larger one is triggered half your CC troops would be deployed and the 1 minute would begin to release the other half. The minute would become unimportant if the inner circle of the CC was triggered before the time was up. Also if the inner circle were triggered first (ie the CC is on the outside and you can place troops right next to it) it would act as the CC does now. Thank you for reading this and feel free to critique and tweak this idea below

  2. #2
    Millennial Club Garchomo47's Avatar
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    no

    Wizards and witches were to overused, with poison there finally some difference what to expect from the enemy!

  3. #3
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    Quote Originally Posted by Garchomo47 View Post
    Wizards and witches were to overused, with poison there finally some difference what to expect from the enemy!
    What to expect? Nothing that can survive a poison spell is viable as defensive cc other than drags. So now you can expect a dragon, or you can kill whatever is in there regardless.

    Valkyrie? Cant hit aerial.
    giants? Slow and cant hit aerial
    golem? Same
    Pekka? Same
    ballons? Same
    lava hound? Too Low dps for unit cost

    List a viable cc troop that can live through a poison spell, and I'll consider that poison isn't OP.

    Maybe have it do increased damage to witches and wizards, but everything it cant kill wasn't used for a reason. They aren't good at defending.

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    Quote Originally Posted by Andremagus View Post
    What to expect? Nothing that can survive a poison spell is viable as defensive cc other than drags. So now you can expect a dragon, or you can kill whatever is in there regardless.

    Valkyrie? Cant hit aerial.
    giants? Slow and cant hit aerial
    golem? Same
    Pekka? Same
    ballons? Same
    lava hound? Too Low dps for unit cost

    List a viable cc troop that can live through a poison spell, and I'll consider that poison isn't OP.

    Maybe have it do increased damage to witches and wizards, but everything it cant kill wasn't used for a reason. They aren't good at defending.
    Lava hounds, balloons, and dragons are the defense of choice for higher levels. Lava hounds make a great distraction, and pups destroy. Balloons have awesome damage at max level, and many players use GoWiPe, an attack strategy filled with big slow rocks and blind non-air-targeting troops.

  5. #5
    Fresh Spawn Hoffmakg721's Avatar
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    Quote Originally Posted by Andremagus View Post
    What to expect? Nothing that can survive a poison spell is viable as defensive cc other than drags. So now you can expect a dragon, or you can kill whatever is in there regardless.

    Valkyrie? Cant hit aerial.
    giants? Slow and cant hit aerial
    golem? Same
    Pekka? Same
    ballons? Same
    lava hound? Too Low dps for unit cost

    List a viable cc troop that can live through a poison spell, and I'll consider that poison isn't OP.

    Maybe have it do increased damage to witches and wizards, but everything it cant kill wasn't used for a reason. They aren't good at defending.

    What about hogs? They wreck defensively
    👻👻👻

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