You need to add new spells to support troops in builder base as it is harder to get 3 stars in the builder base, you should add a spell that reveals and destroys traps somehow, in the area you put it in
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You need to add new spells to support troops in builder base as it is harder to get 3 stars in the builder base, you should add a spell that reveals and destroys traps somehow, in the area you put it in
Don't you think spells in the builder Base will ruin the balances
Yes, HP and DPS of the troops are balanced right now, so we don't need spells. Supercell won't add it anyways as they want to recreate Early Clash Experience.
You do realize that SPELLS are already in the builder base. They are injected with each and every troop. That's what special skills on troops are all about. The builder base meta is already competitive as it is. If you're having a hard time taking down your opponents, you might want to change your strategy.
I like to struggle to win, it makes it feel better when do you win, adding spells would take that away from it
I believe once Supercell said that there arent any master wizards to make spells yet. Meaning I suppose it is possible. But let's be honest spells would kinda mess stuff up. I like that trap revealing spell though, but it shouldn't disarm them.
If spells were implemented, I'd recommend making only one spell slot. This would be useful as a last resort or a small boost which could grab the extra percent or damage to a hall. For a downscaled army, one spell would be reasonable. Additionally, the spells could be hybrid to allow speed, damage reduction and damage increase in one, compared to a damage and stun spell. They don't have to be very poweful and all of the effects could be minor.
One option is to implement a special 'Spell Station' where one can design a spell to use in their attacks. This would create a lot of variation in attacks while maintaining the basic selection of troos available that players are used to.
A 'Spell Station' could use a point system. Leveling the building up would allow more maximum points.
For example a weak heal could cost 7 points whilst a stronger heal costs 14 points. Damage reduction could be additionally added for 5 points. One would be able to design a spell, remaining in a 30 point limit. Changing the AoE of the spell can also affect the total cost of the spell.
With freedom to develop spells, there can be some interesting creations such as a spell that stuns buildings for a couple of seconds whilst healing the troops in the area. Another could consist of slow and haste to buy time for barbarians to take down a crusher.
A lot of options are available in the future for implementation of spells. With a lot of content already planned, it may be a little while yet before spells are considered in any shape or form.
Supercell said that their isnt any magic in the builder base, so they probably wont add spells. Also they would be way too overpowered
In my opinion the builder's hall needs a spell factory, you can only make 1 at a time for now. In the future the builder base will probably be bigger so if they put your idea, you might have to wait to use more than one but other then that it is a great idea. Keep up the good work!
Look at the builder hall description
Honestly spells would ruin it slightly buto if there is one let it be one spell slot