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~



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