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 ]




