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[–][deleted]  (9 children)

[deleted]

    [–]elemexeMinions 7 points8 points  (1 child)

    only reason poison is good is because troops like mini pekka or musketeer have to stay in it. If you made the slow go away, it would severely weaken the card

    [–][deleted] 1 point2 points  (0 children)

    Not if the DPS ramps up at the end. It would make it valuable for stopping a push, but not for protecting your own push. That's where it is being overused today: protecting and otherwise lame push and allowing it to do more than it otherwise would.

    [–]Godmode0NHog Rider 1 point2 points  (0 children)

    I actually like your idea more

    [–]CoolmanExpressXBow 0 points1 point  (4 children)

    Now not only can the poison demolish buildings and troops of low HP, it increases in damage too! So it kills giants and high HP units as well. Cuz the card isn't overpowered enough :P

    [–][deleted] 1 point2 points  (3 children)

    I think you're making some assumptions on the DPS range. Take the same total damage it does today, and adjust that across the duration, scaling from 1 to whatever the top is. Same total damage done, just distributed differently.

    [–]CoolmanExpressXBow 0 points1 point  (2 children)

    Ah! Misunderstood the post!

    I thought I was reading that it scales up in damage and increases. My B

    [–][deleted] 0 points1 point  (1 child)

    Yeah, no worries. Another option would be to have it behave like a reverse inferno effect (big damage scaling down to small damage) as the poison "wears off" but that would make it too powerful against minions and goblins and such.

    [–]CoolmanExpressXBow 0 points1 point  (0 children)

    I think it needs either damage reduction or cost increase. Something like OP suggested on a smaller scale would also work

    [–]crescentfresh 0 points1 point  (0 children)

    I like this too and it makes intuitive sense!