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Goblin spiker concerns - SOLVED

Posted: Tue Apr 24, 2018 4:09 pm
by Sunrise Samurai
First, elite and master goblin spikers are able to be built as well as spawned.
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This is problematic because it allows orc dragons to be summoned at 3 cost, rather than 6. (Though spikers were already a workaround anyway.) Besides that, they get a bit too strong for a 1 cost unit, especially when you consider the real issue I see with them. Goblin grenade. One goblin begets more goblins. Literally, for the cost of 10 life and the grenade off one (free) master spiker, you can produce up to 16 more spikers for free.
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Self replicating goblins was most certainly not the idea behind goblin grenade. Just feed the damaged ones to a green dragon, heal the hamletbacks, and repeat up to an infinite number of times per turn, assuming enough shamans to remove the goblins from the way and keep hamletbacks healed.

Re: Goblin spiker concerns

Posted: Tue Apr 24, 2018 4:59 pm
by makazuwr32
Agree on both points:
1. remove from Goblin spikers grenades.
2. either remove from tc or at least increase their cost by 1.

Re: Goblin spiker concerns

Posted: Wed Apr 25, 2018 2:32 pm
by StormSaint373
Remove the grenade! As for the other point... Field plenty of archers and focus down the spiker spawners. Easy fix!

PS I've not seen this on Google play, is that new?

Re: Goblin spiker concerns

Posted: Wed Apr 25, 2018 2:41 pm
by makazuwr32
Dev version.

Re: Goblin spiker concerns

Posted: Wed Sep 11, 2019 6:50 am
by Alexander82
This have been solved by applying starting cooldown on goblin grenades and cooldown and starting techs to dragon summoning.