Counterspell! (Traps to disarm spells)
I know this is a crazy idea. And I haven't crunched the numbers thoroughly. But what if the game releases a new trap to disarm spells? Or at least reduce its effectiveness.
The trap will be placed just like any other trap, and has a certain radius to spring itself, thus turning the tide of the battle.
[I do not know if this is a good idea / feature]
After sprung, the trap will then contain its spell in the trap itself, then the defender (the player who receives the spell during the attack) can rearm the trap by buying the spell instantly. So for example, if a healing spell is put in the area, the trap will be filled with a healing spell. The defender then can buy the spell from the trap for the same amount it is bought (yes, even though the defendant has not yet unlocked the spell, matter of star or even the trap itself). Of course the spell factory must have an empty slot. But if the defendant does not wish to keep the spell, he can spend the same amount of elixir, but throwing away the spell, making the trap to be empty again and ready to capture another attacker's spell.
My ideas are as follows:
1) Lightning spells - Absorb 300 Damage within the radius. Any units / buildings will not be harmed until the absorption amount reaches 300.
2) Healing spells - Slows the healing pulse rate by 50%. So it will take 0.45 (instead of 0.3) seconds to give the healing.
3) Rage spell - Reduces the damage increase by the spell by 30%. So at level 3, the damage increase will be at 120% instead of 150% if the trap springs.
4) Jump spell - Slows all the units according to the wall level that they jump on. Level 5 will slow them by 10%, increasing by 5% per wall level, making it to be slowed by 40% by Level 11 Wall.
5) Freeze spell - Reduces the duration of the freeze by 25%. 1 second at Level 1 freeze (4s), 2 seconds at Level 5 Freeze (8s).
So yeah, that's all of my idea. Feedback is greatly appreciated. Give a comment below, and remember, don't flame :D