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Thread: Poison spell re-rework??

  1. #1
    Fresh Spawn
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    Question Poison spell re-rework??

    Okay, so this is a post about the poison spell. Bare with me, I acknowledge the and greatly value the hardwork Supercell does and I know it's an enormous task trying to reach the sweet-spot of 'Balance' in the game, but I can't help but think that the goal/ vision that supercell had for the Poison-Spell was entirely missed.

    Anyway- I think it's obvious that they wanted to dissolve the need for Clan-Castle luring/ pulling.

    In in its state right now, the poison spell is not very affective. It takes too long to do enough damage and the attack speed reduction is very unsubstantial in my opinion. If it's stats were to be raised and this was balanced with a complete delay in the poison actually spreading, then we would see need for timing and skill that would make it critical to set the poison up so that the cc travels into it as its affects would be delayed. Sorry if this doesn't make sense to yall~ what I'm saying could be achieved by increasing it speed debuff, and increasing the damage speed to an even rate within a shorter amount of time. The only completely new change would be that once you place it, it has about a3- 5 second delay for the fumes to billow out and the effects to kick in, where the effects should be more substantial to dps and movement speed once it does kick in. Then, like I said you would have to time your placement accordingly.

    Aside de from the technical jargon that may not make much sense, if we simply have a more effective poison spell, we can then think about slightly reducing the Clan-Castle radius (which is way too huge! And it's radius has only really been that large so it can be more easily taken out because there is no effective way to neutralized that threat without pulling the The troops at the beginning of the attack).

    All in all, if the spell is more effective but has physics that allow for the balancing aspect to be a requirement of some skill level, the that is how we would have more structure to attacks.

    thanks, ~Zion of DirtstarNetwork~

  2. #2
    Furry Bunny
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    The poison spell is balanced by negating effectively BArch troops and Witches already, I don't think a rework is in order at all.


  3. #3
    New Guy
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    I see where you are going with this. It is pretty basic to lure the castle, drop the spell and wait. The 30 second extra attack time with the next release will make this the only way to poison.

    If instead of that, we could drop it near the castle and get them to walk through it we can just continue our attack. Maybe instead of outright killing troops it simply reduces their DPS and speed permanently. If a troop walks through the full radius of the spell the full nerf is applied.
    Last edited by ClanItBe; December 6th, 2015 at 10:04 PM.

  4. #4
    Trainee
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    As a disclaimer I often use the poison spell.

    But this game is geared to favour the attacker over the defender...I think let's not make attacking too easy by upping spell power. The cc troops remain an important aspect of base defences.

  5. #5
    New Guy
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    Quote Originally Posted by Jared888 View Post
    As a disclaimer I often use the poison spell.

    But this game is geared to favour the attacker over the defender...I think let's not make attacking too easy by upping spell power. The cc troops remain an important aspect of base defences.
    Agreed, we should not make attacking easier. I think what the OP is getting at is the poison spell is too easy to use and has pretty much one way to use it. He is suggesting the mechanics of it are re-worked so it is not just lure, drop wait.

    What do you think of making the spell not kill troops but just permanently nerf them with less time spent in the spell? If anything this will help the defender as you will still need to deal with the CC troops.

  6. #6
    Forum Veteran PokeManiac's Avatar
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    Unhappy I have an idea ..

    My Clan Mates suggested me this idea:
    Poison Spell can decrease attack and speed immensely ( 80% or so ) but the troops inside Poison will move outside , on perceiving poison. Thus to keep them in , we must put a bait inside the spell area.
    Otherwise the spell is just drop tje spell and opponents drops... no skill or placement technique !

    Just my thoughts ...
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  7. #7
    Senior Member
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    Easy, and suggested, Pull the cc. then drop the spell.
    Otherwise, you can just develop a different combo and deal with the troops as they deploy.

  8. #8
    Millennial Club
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    extra 30 second attack time?

    I wish they hadn't done that...pretty much any TH9 or below can be 3 starred in 3 minutes with the right attack. TH10 is a different story since 2 stars is considered success at higher levels, and all the troops are usually dead before time runs out. I suspect TH11 will be the same...more time may be needed to 3 star TH10s and 11s, but I think this makes the game take less skill at lower levels, so I would have solved it instead by adding a spell that would give you extra time if you need it.
    Search Death Elevator in the clan search and check us out at deathelevator.blogspot.com

  9. #9
    Fresh Spawn
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    [QUOTE=ClanItBe;5957414]Agreed, we should not make attacking easier. I think what the OP is getting at is the poison spell is too easy to use and has pretty much one way to use it. He is suggesting the mechanics of it are re-worked so it is not just lure, drop wait.

    Exactly! Glad you understand what I'm saying! I always lure, drop and wait. Finding interesting ways to pull cc is always important to me as necessary before risking my important troops be swallowed by a dragon. Whether it's by tanking some wall breakers or something necessary when the base is made to prevent cc luring, I always have to take the 30 damn seconds to lure, drop, and wait. If the only strategic route is to waste 30 seconds not dropping troops so that the poison spell takes full damage, THEN THE POISON SPELL IS NOTTTT BALANCED. the reduction of attack speed and such only means that supercell wanted us to drop it while we continue our attack and therefore because it runs a much higher risk doing it that way, then the mechanics of the spell did not play out like it was envisioned by supercell. We are wasting the majority of the spell's mechanics by luring, dropping, and waiting (it becomes a long term higher damage peak lightning spell). If that is the safest and most strategic route to poison the enemy cc, then changes should definitely be necessary because we are essentially forced to benefit in using the spell wrong.

    Thanks for discussing critically guys! Exactly what I intended for this post, unlike the mis-intention for the poison spell .

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