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Thread: To bring the Eagle Artillery to a balanced strength:

  1. #1
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    To bring the Eagle Artillery to a balanced strength:

    It makes sense to me that the Eagle Artillery needs to do two things:

    -Deal a fair amount of damage to tanky troops, but not deal so much that it destroys them
    -Deal not too much damage to one shot any relatively average hp troops/heroes such as the Archer Queen

    Why not make the damage dealt work on a percentage of the targeted troop's current health?

    Example: 15% of troop health from a full health golem is substancial amount of health, but is progressively scales down in damage dealt as the troop's health lowers.

    The Eagle Artillery would do a great job of bringing down the hp of troops, whilst the rest of the defences can do damage as per usual.

    In addition, there should be a minimum amount of damage dealt that can allow low hp troops, such as skeletons, to be one shot as per normal.

    This allows any damage to high hp troops to be enough to make a difference, but any relatively low hp troops will not be directly affected by the defence, but their low hp will make them susceptible to other defences around them.

    The next level of the Eagle Artillery would be a slight % of damage increase, so perhaps from 15% to 20%?

    I'm not the developers; they know what numbers work!

    Let me know what you think

    [ This thread on fixing an exploit in the Grand Warden's mechanics works in cohesion to this thread. Check it out! http://forum.supercell.net/showthrea...8and-a-fix-%29 ]
    Last edited by Chaylee; December 27th, 2015 at 12:09 AM. Reason: Suggestion in comments about a minimum damage dealt has been added to the post

  2. #2
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    Probably have a minimum damgage limit though as well just because it SHOULD one shot weak troops.
    Last edited by PersonallyY; December 26th, 2015 at 11:20 PM.

  3. #3
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    Quote Originally Posted by PersonallyY View Post
    Probably have a minimum damgage limit though as well just because it SHOULD one shot weak troops.
    Good point, I shall add this to the post!
    Thank you for the feedback!

  4. #4
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    I'm completely the other way. To make it tactically challenging it should one shot ANY troop nearest to it.
    To be intersting it HAS to be able to wreck an attack on its own if its ignored.
    Its SUPPOSED to be a challenge.
    Last edited by PhantomRaspberryBlower; December 26th, 2015 at 11:34 PM.

  5. #5
    Forum Champion Micker99's Avatar
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    How about wait till they give th11 some real offense first? They could up it and turn th11 into the defensively biased th level that th10 is/was. Nobody wants that. Screw defense, I'd rather 3 star and get 3 starred lol.
    Last edited by Micker99; December 26th, 2015 at 11:40 PM.

  6. #6
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    Quote Originally Posted by PhantomRaspberryBlower View Post
    I'm completely the other way. To make it tactically challenging it should one shot ANY troop nearest to it.
    To be intersting it HAS to be able to wreck an attack on its own if its ignored.
    Its SUPPOSED to be a challenge.
    The problem is that the Eagle Artillery is too weak. This is a way of making the defence strong enough to take good chunks of health from high hp troops, but not to the point where it obliterates anything it touches.

    If it did that, I'm sure the Supercell team would be recieving a lot of strongly worded messages from players

  7. #7
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    Quote Originally Posted by Micker99 View Post
    How about wait till they give th11 some real offense first? They could up it and turn th11 into the defensively biased th level that th10 is/was. Nobody wants that. Screw defense, I'd rather 3 star and get 3 starred lol.
    That's the point of the post. New troops and levels will be arriving, but with that, the defence needs to be able to hold its own against poorly executed attacks. We want TH11 to be 3 starrable, but right now it's a little too easy (and TH11 offence isn't even out yet!)

  8. #8
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    Just so it's clear, the idea of this suggestion is to not make TH11 defence incredibly strong.

    The Eagle Artillery is currently a weak defence in the game. I am wanting to propose an idea that makes this defence a respectable one, yet does not apply the same amount of damage to a Golem as it would for an Archer Queen, as that would make the defence overpowered. It's likely that SC will buff the defence, but I'm hoping that they take this idea into consideration so they don't make the defence too strong, but just the right strength to cause problems for attackers
    Last edited by Chaylee; December 27th, 2015 at 02:18 AM.

  9. #9
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    It's a given that Supercell will release new offensive and defensive levels, and seeing as the Eagle Artillery will be given a buff, I'm hoping this thread is seen and is hopefully considered to bring a balance that doesn't make TH11 another TH10 problem.

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