Hey there.
I really love your ideas and would be a great new defense for the game.
Please keep on making good ideas and Clash on!:cool:
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Hey there.
I really love your ideas and would be a great new defense for the game.
Please keep on making good ideas and Clash on!:cool:
Epic idea.
SC should definitely add this!
But I don't think it should remove all effect of spells. Spells still need to serve a purpose. Maybe reduce damage instead?
Obelisk has a range, meaning you can still damage or use spells anywhere else. There's also a limit of obelisks built, their range, and their level, which balance the whole thing.
This will force you to learn to place spells, since you can still damage or heal things at the edge of the obelisk's negation range, it's not a complete wipeout of the spells.
Also, there may be a number of mitigated spells for an obelisk, meaning that you can still affect buildings next to it by burning the mitigation with another spell (like carrying a thunder spell, use it near obelisk, burn the protection, and proceed with your beloved "Freeze that inferno" spell).
How would that be? Maybe 1 spells block per obelisk level? having 5 spells at max lvl and having 2 obelisks to face, we could have 2 obelisk breaker spells (thunder being the cheapest) and whatever you'd like afterwards to use. It may work as a spell limit, leaving 3 useful spells to be used since the other 2 are meant to break the obelisk defense.
Another solution may be to block a certain number of the same spell, like 3 thunders, 2 rage, 2 heal, 2 freeze... you catch the idea: the first ones are blocked and then the obelisk "overheats" or whatever, then you could use spells freely within it's range.
If someone used a freeze spell right next to the range circumference of the obelisk, I think it shouldn't inhibit the powers of the obelisk. Even if it's frozen, it should prevent spells from being cast.
Which is why players would need to come up with better strategies than the usual ones.
No it's not invisible.
If should be a destroyable structure. Also, it should be visible so that one can plan where to effectively place their spells. This isn't a trap.
I think reducing the damage would be a hassle because all spells have different effects. Besides how would you even reduce the effect of a jump spell?
Maybe there should be a maximum of 1 obelisk per player?
I agree with what you said.
Another idea that I thought of could be that an obelisk could act as a 'spell absorber', perhaps with a slightly increased range. As such, the first spell that's cast in it's range would be useless, and the 'bottle' animation (when you cast a spell) could be tweaked that the obelisk absorbs it.
After the absorption the obelisk either self destructs or serves no other purpose.
I made some changes to the original post.
So I guess inferno towers can still be frozen?Quote:
[*]A level 2 obelisk can prevent all spells except the freeze spell from being cast. (viz. lightning,healing,jump and rage)
I think that this is a great idea. Seems not too over powered, and since you put a picture we can see what your imagining. Good job.
I agree, I think instead of completely wiping the spell effect, it is able to reduce the effect of the spell by a percentage, so lvl1 version of the defence can effect all spells placed in its range and reduces their effect by 10%, lvl2 upgrade could reduce effect by 20%, lvl3 by 30% and so on (not sure what max upgrade would be). Perhaps it can also be hidden like the hidden teslas to make it harder for attackers to plan their attack. However it's still a great idea and would to see it in clash of clans since there is no way to counter spells at the moment making them difficult to deal with.
Even for a level 1 obelisk to reduce only 10% of a spell would be blatantly underpowered.
If considering that way, I guess a level 1 obelisk would reduce the effect of a spell by 40%, and a level 2 by 60.
I'm still not sure how it would reduce the effect of a jump spell though.
It would simply shorten the spell duration, as simple as that, and would do the same with heals: less time -> less healing ticks -> less heal amount.
I like the absorbed bottle thingy you mentioned, sounds exactly like what I wanted to suggest with my previous post.
This idea has been posted many times, and has been acknowledged and turned down many times :(. I like the structure of your proposal though