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CoF's need a counter

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  • CoF's need a counter

    Currently there is nothing that can stop the Chariot of Fire except if it has to wait a turn. Defending against them is pointless unless you have CoFs that are higher level to go before the attacking CoFs. Storm Drakes have =50% damage to ALL Rangend while Dragon Cavaliers have +75% to ALL ranged but they can not reach the CoF to deal damage when the CoF sets the field. Petrified Titans, Dimensional Ruiners and Thunder Golems all have defense against ranged units but not vs CoFs.

    This is allowing the CoFs to run rampid against any set of forces they go against. The addition of the Fire Dragon to the March and again you are multiplying the devastation. I hate to ask for nerfs, I'd rather ask for a new troop that can match up against them when they travel maxed out in max force with a maxed FD.

    I have suggested in another thread about adding a NecroDragon to the game and with it a troop called Haunts. Haunts would be an ultimate deterrent to attacking forces in the manner that I have designed them. Taunting the enemy and having high Life and Defense stats but deal no real damage, they would attract would be attackers away from more deadly troops allowing them to take out the attackers rather than provide no safe haven for anyone.

    Please consider something like the Haunt troop outlined here and help give players a chance against the onslaught of the COF.

  • #2
    Originally posted by Tragamite View Post
    Currently there is nothing that can stop the Chariot of Fire except if it has to wait a turn. Defending against them is pointless unless you have CoFs that are higher level to go before the attacking CoFs. Storm Drakes have =50% damage to ALL Rangend while Dragon Cavaliers have +75% to ALL ranged but they can not reach the CoF to deal damage when the CoF sets the field. Petrified Titans, Dimensional Ruiners and Thunder Golems all have defense against ranged units but not vs CoFs.

    This is allowing the CoFs to run rampid against any set of forces they go against. The addition of the Fire Dragon to the March and again you are multiplying the devastation. I hate to ask for nerfs, I'd rather ask for a new troop that can match up against them when they travel maxed out in max force with a maxed FD.

    I have suggested in another thread about adding a NecroDragon to the game and with it a troop called Haunts. Haunts would be an ultimate deterrent to attacking forces in the manner that I have designed them. Taunting the enemy and having high Life and Defense stats but deal no real damage, they would attract would be attackers away from more deadly troops allowing them to take out the attackers rather than provide no safe haven for anyone.

    Please consider something like the Haunt troop outlined here and help give players a chance against the onslaught of the COF.

    Tend to see as dragon levels increase, so does the COF + fd combo. As is, using cof as your main range troop sets a short battlefield....short enough that cof can attack anything on their first move...and with a level 49 fd, thats 490% damage increase! I don't think they need a nerf...we need a realistic counter to them.

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    • #3
      CoF took a big nerf on last update taking that 10% per level down to a flat 10%. Meaning there is little that can take out a large group of GOs now.

      I posted an idea to help balance dragons offering Buffs to all troops from them. I think we need to look at the broad spectrum of troops as well.

      I will make reference and identify certain groups of troops as they are viewed commonly in game.

      Fodder - Cons, Halbs, Minos
      Meat - Giants, GO, MH, PT, Hops, WS, TG
      Range - LBM, FM, LC, LJ, AL, TV
      Speed - SSD, BD, SD, VW, DC, Stalks,
      Hybrid - FT, CoF, Strides,
      Utility - Spy, AT, Ports, DR

      Fodder are the guys that have no relative impact in end game.
      Meat are the tank troops meant to take hits away from others so they can deal real damage.
      Range are the true damage dealers.
      Speed is meant to get to the enemy quicker and spoil the big hits from the ranged.
      Hybrids use a combination of speed and range in most cases. They are fast enough to slip into range while making it challenging to be hit with the range they created.
      Utilities are the work horses. Load specialists or spies making it possible to strategize.

      It should be that all these troops be a primary counter to something else including the fodder. Cons could be a fair counter to ranged units, while Halbs could counter speed and Minos could be able to make an impact on hybrids. Granting they are still just fodder they would be the road bump to slow down other impactful natures of the said troops.

      Same could be made up for other troop types primarily targeting other troop types. LBM with shorter ranges might look for speeds first while the FM goes for meats. SSD could go for the softer range targets while the BDs focus on fodder.

      In this manner as the player you make the decision if you can over power the setup or not with what you are sending or receiving and make adjustments.

      This way if you see the enemy coming at you with a massive number of ranged and a hand full of meat and speed you could potentially deploy troops to occupy the speed and meat and allow you a free straight line to the ranged.

      Likewise you note a player has heavy meat to protect the very long range troop you could send in some fodder to splat against the meat use hybrids to take down the range and ranged to take out the meat.

      It would add so much more to the chess match.

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