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Arcane Trap
I have an idea for a trap that would be very powerful on defense, and would open up many different options for base designers.
Essentially, the arcane trap is a trap that redirects spells. This would encourage people to be careful, and this would add very strategic base designs to counter specific strategies. Now, i'm fairly sure this is overpowered, but I think that if this was added there would also have to be something else added to improve offence.
You unlock the first at th8, then the second at th11. As they level up, they increase in radius. I'm lazy so I don't feel like writing out the prices, but I don't think that is really necessary right now.
Lvl 1: 3 tiles | th: 8
Lvl 2: 3.5 tiles | th: 8
Lvl 3: 4 tiles | th: 9
Lvl 4: 4.5 tiles | th: 10
Lvl 5: 5 tiles | th: 11
How would this be used? At th8 it would be kinda useless, but people could find a way to use it. At th9, you could block potential EQ spots, destroy the jump spell, or get rid of potential rage/heal/haste spells. Th10/11 is where this really shines, stopping inferno towers right in their tracks. Attackers could be forced to throw an eq spell on the core to check for arcane traps, and this could be countered by spreading out the infernos more, or... something. There are endless possibilities. Is this OP? I'm sure in the current state of the game it might be.. but after the new troop(s) this might be potentially balanced.
What do you think? How would you use it? Do you like it?
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This sounds a bit overpowered.