Board Thread:Update Suggestions/@comment-31204306-20170201123817

Hey, new to the forums.

So I would usually feel slightly cringy for suggesting a troop idea for clash royale, but in my opinion this new troop could add a viable new mechanic into the game.

And that troop is... *drum roll* The Fire Golem. Yes, I know... this is a pretty obvious idea. But what I have in mind for it is pretty cool.

Like the ice golem, the fire golem would be a relatively cheap tank alternative. Except that it would probably be 3-4 elixir as I see it as having a larger attack/defense capability.



So the mechanic i have in mind is damage reflection. Like the ice golem's frost nova, the fire golem will dish out damage in an area around him when he takes damage. I have 2 slightly different stats for this mechanic:

1- The golem reflects a percentage of any damage he takes in an AoE, and the percentage increases as he levels up. The main problem with this is that if the golem takes over-the-top damage such as a rocket, he would deal MASSIVE damage. But it would be a pretty smart counter to spells used during an enemy push (Scenario: Giant Poison push. Placing a fire golem denies any swarm support troops being placed; it's a backfire on the enemy's poison spell)

2- The golem dishes out a fixed damage value for every time he gets damaged (e.g 14 damage for every hit he takes at lvl 1). The problem here is the opposite of idea #1. high rate of fire units or awarms (lumberjack, skeleton army hits...) can make him give out A LOT of damage. If a skeleton army all hit him while he's near the arena tower, it's easy to say that he would deal lots of unproportional damage (using 14 damage as a baseline, and all 16 skeletons hit him before they die from his AoE, it would result as 224 damage or more, at level 1!) So in this case high damage and low fire rate units (elite barbs, pekkas) are a good counter to him, whereas swarms are not.

So there is a basic concept for a damage reflecting troop.

Also, i think a few tweaks should be done to some troops:

- The Executioner, at this moment, is hardly affected by rage spell at all since his axe flying speed doesn't change. What i suggest is that the executioner doesn't have to wait for the axe to come back so he can fire again. Let's say he can have 2 axes. If he is under rage, he can throw a 2nd axe according to his fire rate while the 1st one is still flying.

- The ice golem's frost nova range has been nerfed, and it's practically useless now. I say it should be increased to a radius of 2.5 tiles again, but the slow can be reduced.

- valkyrie's hitpoints-to-damage ratio changed, either by increasing her DPS and reducing her Hp, or vice versa.

- Mega minion should have increased attack range instead of any Damage buff/debuff 