Just to increase the spell holding space from 1 to 2.I suggest castle can be upgrade to level 7.Increasing a little bit HP.Hope it's done :)
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Just to increase the spell holding space from 1 to 2.I suggest castle can be upgrade to level 7.Increasing a little bit HP.Hope it's done :)
wouldn't it be to overpowered to have an extra elixir spell?
I agree another spell would be too much, but 5 more troops would be awesome.
A 40-space clan castle could hold 3 witches o 2 dragons... pretty awesome!
I think 40 troops would be too much as well ...... just 1 space more and a few hitpoints, would be an option.
With just 36 troops it would be a lot more flexible, without being too overpowert.
a new level of the clan castle would probably make it over powered
To all those may saying this idea are you saying that TH11 needs no more offense too? Pulling off a bunch of 3 stars? Excited for additional defense levels and buffs with nothing to bolster offense?
Signed for spell or +5 troops, not both.
I want to see +5 cc troop space, +20 army space and +2 spell space for spell brewing. Not cc. Donating a pure elixir spell sounds kinda cool, but I don't think I can get behind that quite yet
Nobody really knows if it will be OP or not unless they have the developer mode and have extensively tested the concept. If adding an extra spell space would not overbalance the game, I'm all for it! An additional spell would give the ability to donate elixir spells as well, which could be really cool. It seems inevitable there will be another clan castle level at 11, so why not? I like the idea of an additional spell space in place of an additional 5 spaces. I could see that going back and forth in future TH upgrades (11-spell,12-5 troops,13-spell etc.) Way to think outside the box!
Its too OP. Holding 2 max drags in CC will kill th 11 attqck and an elixir spell in clan castle will kill every base.
If the current nerfed status of any viable troop continues something else has to be done. Don't agree with cc increase maybe army camps or spell capacity.
Other ideas to enhance the castle can include separate offense/defense designation/capacity (to avoid buffing/nerfing either), spell usage (also in defense for poison or skeleton), usage in offense (order, 2-drop, ...), etc... Many options exist to create some balancing, which have not been used since last additions (april'14 cc6, dec'15 spell).
See my addition to the "developer q&a" sticky:
https://forum.supercell.com/showthre...-III-QUESTIONS
Ouch, this just brained my damage!
But seriously CC is available for both offense and defense, as you're aware by your previous post, so adding space because both get it makes it a zero sum gain, as again both defenders and attackers have access to it. Hope that's clear.
Also increased CC at 11 will make the gap between 10 & 11 wider and allow both offenses to be buffed and make each TH more balanced.
Wholly support adding a new level of CC at 11.
Im not sayin anythin bout increasing troops capacity in the castle,i was just thinkin if it could hold 2 spell space which means it could hold an elixir spell and two de spells but not both ;)
I'd like other steps for the CC, not 10-15-20-25-30-35. There's often just a need for one more slot to have a useful composition. You could make it 10-16-20-25-32-36-40 being available at different TH levels. Regarding the spells, you could reduce the normal spell slots by one and increase the donated ones. This would also help making better use of the spell slots.
Another option would be to have the ability to choose between one more spell and a few more troops, depending on what you want to do (sometimes 1 poison would be enough, i'd love more troops therefore).