Waaaaaah! My thread isn't getting attention. :(
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Waaaaaah! My thread isn't getting attention. :(
Five or more people want me to get off these forums. :(
I'm pretty sure u could three star a base using only spells if someone were to use your second dark spell.
needs some serious fine tuning. both spells seem way op to me. particularly the fire spell. based on your stats of the fire spell a lv 5 could just about take out a base all on its own. may want to spend a bit more time working out your numbers there.
The fire spell is basically a different way to deal damage, as is another DE spell factory suggestion, the Quake Spell (which I think might be better). The psychic/luring spell I like.
Not that I think this will happen, but based on seeing other ideas for spells, here's what my dark spell factory would look like.
Level 1: Dark Mist - slows down the rate of fire for defenses and disables traps while the spell is in effect. Basically, a weaker version of the freeze spell, but could be a great addition if the dark spell factory is available at TH8 as it would give lower level players a shot against TH9 and 10.
Level 2: Cloaking/Invisibility - Sort of an upgraded version of healing, troops in the circle don't get dealt damage.
Level 3: Psychic/Luring - Dropping the spell on a particular building draws all troops within range toward that building.
Level 4: Timeturning - Either adds time to the battle or rewinds the battle so you can change how you deploy troops.
Level 5: Reanimation - Troops that died within a the circle are reanimated with a percentage of their original health.
Both of these spells are way too overpowered, the fire spell as is would deal insane damage and be able to cripple any town hall to the point that you could just swarm it with barbarians and win. As for your second spell there have been many posted that are extremely similar and they all have one problem, if you've ever seen a freeze spell then you know what this problem is, a freeze spell is the arguably the most powerful spell in the game and even with it's incredibly short duration it is still useful, what you created is essentially a freeze spell that not only has a much longer duration but also causes the defenses to destroy eachother while they're frozen. We need spells that are balanced with the game as it is now, if a single one of these spells was added it would ruin the entire balance of the game, defending would be impossible no matter what defenses you have.
Great!
And psychic spell can affect also on CC troops...