I like the idea. But maybe 50% weakened effect on spell, when it hits a trap would be more balanced.
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I like the idea. But maybe 50% weakened effect on spell, when it hits a trap would be more balanced.
My thinking for this is that if you had a higher level spell loaded, it should be able to overpower the dropped spell. I was actually toying around with this idea for lower level spells countering higher levels, but that may make the trap too OP-- countering lvl 5 spells with lvl 1 spells would be somewhat unfair, which is why I said that the trap would only block 1 spell (if the opponent has another, they can still use it), and make it so that higher level spells aren't effectively countered by low level ones (Gives a good reason to upgrade your spells, even if you don't use them that much :) ).
It is rare to find a decent suggestion in these forums, with everyone posting bull-♥♥♥♥ new units and resources every 3 minutes.
To find one like this, reasoned out and THOUGHT through multiple ingame scenarios brings joy to this old, rusty heart.
I approve this.
I thk we need an anti spell trap the day they become op, wich ic not the case.
Thank you.
And all the new troop or resource things are really annoying, I agree. They just flood out any half-decent ideas. It would be nice if all the troop stuff went into a sub forum (and actually stayed there), as well as having a separate area for ruled out threads. Just an idea...
But you can't argue with the fact that spells, like troops, are a crucial part of high-level battles. However, unlike troops, there's really no way to counter spells... Thus this trap.
And think about it: max lvl spell factory has 5 slots. This trap can block only 1 of those, and even then only if the defending spell is of high enough level, and the attacker uses a spell of the same type as the defending one, in the same area. So even if we say that spells are never OP, they still have no way to be countered that is currently in game, and the inclusion of this trap would not make spells much less useful than they are. This is simply a extra defense that fills a spot not filled by anything else in game.
you can only choose one type of spell to block? it should block all spells in my opinion.
But that would possibly make it too OP... I made it this way for two reasons
1. The cost of training new spells to put inside makes the reloading cost less trivial, as you need a new spell to change it.
2. Having it only block 1 spell promotes specialization-- You would use it for what you really need to use it for, not as a general-purpose spell cancelling device. My thought was that if you need to block hog healing by the giant bombs, you can use this. If you keep getting DE zapped, set this to anti-lightning. Etc... Thus, while very effective at one purpose, it doesn't cross the line into a complete anti-spell tower. I had really liked the idea of countering spells with the same spells, instead of just having some sort of anti spell aura.
Yup! Suggested a lot of times. Reduction of damage, no damage, increasing damage per second, etc.
Did you read the entire post? I had said how this was distinctly different from all of the other suggestions, namely that this uses a spell to block another spell of the same type. Also, this doesn't do damage reduction based on trap level--that is based on the respective levels (cost!!) of the spell inside vs the attacker's spell