Spell Defence/Fizzle Trap
Branching off of one of yesterday's conversations as requested without reviving a necro thread . . .
The idea here is to provide a level of defense against spells. Not to stop them outright or nerf them directly but to provide a form of defense against the only indefensible weapon in the game, which also happens to be the only one you can drop anywhere on the map.
Fizzle Trap
When a spell is dropped in the trigger radius the fizzle trap attempts to interrupt any spell dropped within its radius.
One available at TH9
lvl2 trap available at TH10 (still only one trap)
lvl1 5 second duration
lvl2 8 second duration
Trigger radius the same as a lightning spell
Effect Radius the same as a lightning spell
I see three solid options for how the fizzle mechanic can work to start the conversation. Other ideas are of course welcome.
1) The spell(s) being fizzled are simply reduced by a level or two. The benefit here is that the impact is predictable and easy to code. Spells still work exactly as they normally do but with a diminished reward for their full duration.
2) The spell(s) being fizzled are reduced by duration by a %. Again, this would be very easy to code and produce very predictable behavior. Spells still work exactly as they normally would but not for as long.
3) The spell(s) being fizzled have a more deliberately random response. For instance, lightning spells would have some strikes diverted outside their normal radius to surrounding buildings (same damage done just spread out more). Heal spells would have no effect on 10% of the troops covered. Rage spells would cause 10% of the troops in it's radius to run away in fear. Jump spells would function as a spring trap to 10% of the T1 troops in it's radius. Freeze spells would freeze 10% of the attacking troops as well as the buildings that were targeted.
While option 3 would be more difficult and time consuming to code it does lend itself to a more dynamic battleground. At times the fizzle effect could even be beneficial to the attacker. How often have you wished one of the dragons that is flying in a circle would break away and attack the TH or that last pesky AD? With a little luck a fizzled rage spell might send them in that direction. Or a few frozen troops get held up while the rest bunch up to be splattered by a mortar. Not likely but sometimes chaos ends up being beneficial.
Since the trap has a fairly short duration a clever player may not be impacted by them very much, or may drop a lightning spell in an effort to trigger the trap ahead of time. A more hasty player who drops a heal and rage spell in the same location would be more impacted because both spells get fizzled. While the trap could be used to defend DE storages the short duration of the fizzle would mean it only reduces a single spell unless the attacker drops all of them at once leaving zapping essentially unchanged unless the attacker's skill is exceptionally low. It would have far more effective defensive use in other situations but that of course is up to each player.