-
counter spell defence
A new defensive building for counter spells. You produce counter spells to reduce the effectiveness of enemy spells.
Strategy added could be variations of spell order. In order to have the best effect then the order of the spells matters.
Counter for spells by spell.
Lighting. Reduces damage by % based on lv vs lv and spell order.
Healing. Reduces healing power of spell by % based on lv vs lv and spell order.
Rage. Reduces effect based on spell lv vs counter spell lv and spell order.
Jump. Randomized placement. Higher counter lv and right order guessed would be the farthest placement possible. The random placement would have a spiral going out from point of placement not anywhere on map.
Freeze. Same as jump
I didn't see this but if I am repeating then sorry. The counter spell could add a new dynamic to attack and defence.
-
Defense is passive, offensive is active, how does this work for people who don't sit on their CoC for an entire war. Overall counter spells would be overall not great IMO. It's hard enough to 3 start a solid TH 9 or a TH 10.
-
Well the idea for war would be to set it up during preparation day. A option to set counter order by attacker would be where the strategy comes into play during wars. If opponent 1 attacks then this is the order if 2 attacks this is the order. And have a default order for opponents that you don't specify.
-
As for the attacker they would be able to target and destroy the counter spell factory to disable it and units would treat it as a defensive building in terms of targeting. Thus making the defender decide where to place it.
-
Dont really know what to say about this... What would be the trigger range for these counter spells? The effectiveness more or less? I think it would be overpowered though. Jump spell has already been nerfed, and let's troops jump across 2 sets of walls with PERFECT placement. Even a slight moving of it would completely mess up the attacking strategy. Same concept with freeze spell. It would really make attacking in higher leagues impossible, as one wouldn't be able to predict where to place his spells to not encounter defensive spells, and would obviously not be able to freeze inferno towers (people would place freeze counters on them).
-
There is no placement of counter spells it would be based off of order of counters and deployment of spells. The more you match your opponent the more effect it has. Rage and freeze spells would be moved 1 to 4 spaces after time like 5secs maybe more or less for example. The other spells it would cancel a lv to 5 reducing it effectiveness. Being able to place the counters like traps would unbalance the effect to greatly as placement of spells takes timing and practice and being able to perfectly place a defensive spell overrides that skill so instead make the defender have to guess in what order the spells are dropped.
-
I think the last thing we need is a buff to defense, especially a ridiculously complex one like you're describing.
-
I don't see how it is to complicated.
-
are you placing these "counter spells"? Is it only for wars? Implementing a process where, "A option to set counter order by attacker would be where the strategy comes into play during wars. If opponent 1 attacks then this is the order if 2 attacks this is the order. And have a default order for opponents that you don't specify." Seems both complicated programming wise as well as for users. Setting up different counter spell orders for each opponent in the war. Maybe in your head it is simple, but I am just not seeing it right now.
Also, it buffs defenses.
-
Programming I would think it would be simple macros but player wise it would be an easy to use menu. Yes players would have to rethink base design to get the most return from it and it would help the defences. But a draw back is having to worry about another building you don't want taken out till it can do its job. If used well it would make attacks more of a challenge with hindered spells. But new attack strategies should be able to overcome it.