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Thread: Poison spell wasn't a great idea?

  1. #51
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    Quote Originally Posted by cnaf View Post
    Not for me, or clans my mini floated around in. Before- also add valks and loons to the discussion. And plenty of TH10 were already using hounds. It was much more diverse before the poison spell was introduced.
    ignore him, he clearly didnt play much before
    Master of mods

  2. #52
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    Maybe if they removed the extra spell slot it would make it more 50/50 if people bring poison, kinda have to chose a haste and a poison or a rage. It would only really help on the first attack in war as u wouldnt know whats in cc

  3. #53
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    I like the poison spell

    Quote Originally Posted by Redfofo View Post
    Hey guys,

    I want to discuss somethings about the poison spell.

    You can consider me a new player, I didn't play much before the poison spell was released but i had some experience.

    First, I would like to talk about the war cc troops, almost all clans fills their war ccs with drags from th7-th9, and to be honest, I'm not a fan of drags at all, but was this not considered by SC before they released the poison spell? I found it fun to put random things in cc to surprise the enemy, but now filling cc with anything else (beside valks for th9s) is very useless and will die a horrible orange poisonous death..

    Second, cc troops in general to defend farming bases are also useless, especially because you can't find someone to donate a drag to you 24/7.. and giants aren't that effective, what the heck?!

    What do you guys think about this?
    Is SC considering to do some adjustments on the poison? Or are we going to have drags in ccs forever?

    My apologies if i had any grammar mistakes.

    Please share your thoughts
    All you ever used to see was maxed wizards. It put too much emphasis/reward on the CC placement in your base.

  4. #54
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    Not True

    Quote Originally Posted by sj74 View Post
    Well at TH10 pretty much yes, on my mini TH8 account I do have to lure but dragon slaying is so easy you can do it with your eyes closed.
    Valks and Lavahounds are definite problems. Balloons, if unchecked, are a problem do to their damage output.

  5. #55
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    100% Agreed.

    Quote Originally Posted by troydaboy420 View Post
    Such a noob thing to say. They were obviously too strong that's why everyone used to use it, and that's why that defensive cc composition was nerfed.
    Did you ever think maybe putting wizards and witches in the cc was too easy? So they put in the poison to counter it.
    The defensive CC was too much of a reward for otherwise average bases. Now they have a good balance.

  6. #56
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    They should have just made the poison spell damage enough to kill witches but not wizards if they were to counter the witches+wizard cc combo. Anyway the poison spell does need a nerf the war cc is very predictable now although some believe theres more diversity :P, in my opinion the max damage of poison spell (even at max level) should be below the hp of max wizards, this would be an appropriate nerf.

  7. #57
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    i agree it has totally ruined the cc dynamic as witches used to throw off dragon attacks pretty good, with their skeletons running after the king and the dragons chasing after. Oh how i miss those days.

  8. #58
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    The entire effect from the DSF has made the game less than what it was.. I agree 100% on poison. Designing a CC with unique troops and CC location was once a skillful component of CoC... Now as you point out, you're throwing your CC away if it has anything other than loon, drags, or Valks. Plus it nerfed a fun and exciting th9 attack, the golaloon. GolaLoon was not at all easy and took great skill to play. Now you're left to hope that your AQ locks on the dragon or the GoLaloon is toast (and good luck with getting the AQ to focus on the cc drag)
    EarthQuake has made war th10 vs th10 attacks way too simple and boring.. It used to take solid skill and planning to pull off a th10 2-star.. Now you can easily 2-star a th10 with 6 easy steps
    1. EQ
    2. Drop 3 gols
    3. wiz funnel
    4. drop Pekkas/royals/ remaining wiz (attack goes right to middle)
    5. poison skelly traps in middle
    6. Freeze IT..
    TH destroyed, usually 50% locked in, if not, use a few archers/minions to clear to 50%..

  9. #59
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    Clan Castle was too OP

    The Clan Castle was one of the most overpowering defences in the game. It allowed TH5s to have max wizards on defence. Wizards slaughtered GiBarch and there was nothing we could do about it.

    Until now.

    The game has been balanced and the Clan Castle is now much like an Archer Tower or Cannon. It's just there. You upgrade it. It does a small bit of damage but gets destroyed easily. Pretty much useless.

  10. #60
    Forum Champion Micker99's Avatar
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    Just get rid of the stupid war CC for good!!!! It's a pain to fill and just annoying to deal with. There aren't any fancy combos that really help much. I'd rather they just got rid of it all together.

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