Hi there, welcome to the forums.
This is quite a nice and detailed idea. I'm only quoting the part that I can give the best feedback: the stats! It's nice to be able to judge whether or not something is too strong/weak, rather than saying "detail plz".
Anyway, an 80% slow for 25 seconds is quite strong. Either make it a really strong burst trap (lower duration) or a strong trap over time (reduce the slow percentage). It scales really hard: from level 1 to level 6, the trap becomes 80 times stronger (4 times the slowing power, 5 times the slowing duration and 4 times the AoE). If you can reduce the scaling power, that would make the trap more balanced.
If I were to remake the stats, I would do something like this:
| Trap Level |
Slow % |
Time(s) |
Radius |
Re-arm cost |
Cost to upgrade |
Town Hall level |
| 1 |
20 |
5 |
2 |
5,000 |
- |
6 |
| 2 |
25 |
7 |
2 |
6,000 |
20,000 |
7 |
| 3 |
30 |
9 |
2 |
7,500 |
50,000 |
7 |
| 4 |
35 |
12 |
2.5 |
9,000 |
100,000 |
8 |
| 5 |
40 |
15 |
2.5 |
11,000 |
500,000 |
9 |
| 6 |
50 |
18 |
3 |
15,000 |
1,000,000 |
10 |
Basically, there is a considerable difference between a level 1 and level 6 web pit, but the difference for each level isn't particularly notable. With yours, the difference between level 1 and 2 was quite huge, with almost double stats for just the slows.
However, the concept is nice and the detail is good. You just need to tweak it a little. Don't follow my table if you don't want to, but I just wanted to give you an example of what I would do in terms of balancing it better.