Originally Posted by
Goody9629
[So I just saw that they've taken the Dark Spell Factory in general into consideration (on the ruled out ideas page), maybe this can help build into that, or maybe it will be disregarded entirely. One way to find out!]
Now, this is my first ever post to the forum, and so far all I've seen is a bunch of people begging "hear me out!" or "this is a good idea, I promise!" So I don't know how much this will get read, or if there's a similar idea out there already (if so, please direct me to it! Thanks!)... BUT!
I was thinking that if TH11 rolls in, a Dark Spell Factory could be a game changer. I would hope to see it be proportionately powered to those who would be at TH11. Otherwise, it'd just be something nifty. Maybe it could even start at TH10 so more spells would be available. I dunno.
Now, this is just a brainstorming session on my part, all prices, stats, everything are completely flexible. I'm always open for constructive criticism!
So: Dark Spell Factory
Level 1 (TH10/100,000 DE): 1 Spell Slot
New spell available: Confuse*
Level 2 (TH10/200,000 DE): 2 Spell Slot
New Spell Available: Portal Generator**
Level 3 (TH11/300,000 DE): 3 Spell Slot
New Spell Available: Ephemeral***
------------------------------------------------------------------------------------------------------------------------------------
*Confuse (Level 1)
Duration: 5 seconds
Damage: -30%
Diameter of Effect: 7 Tiles
Cost: 5000 DE
Time to Create: 1 hour
The Confuse spell can be dropped on enemy defensive structures (leaving clan castle troops unaffected) and for the duration of the spell they are left confused, firing on their own structures with reduced damage or minimal extra.
(Thought note: So, this would be especially effective against bunched up bases. It would also serve the same purpose as a Freeze Spell, just with a little more payout. As it levels, the damage increases back towards normal and the duration increases slightly. I'm a close-to-maxed TH8, so I don't know how much 5000 DE is to a TH10. Is 5000 enough to make the spell a big deal to get? Again, prices are flexible based on popular opinion)
------------------------------------------------------------------------------------------------------------------------------------
**Portal Generator (Level 1)
Maximum Troop Capacity: 25 slots (not 25 troops. Like, 1 PEKKA's worth)
Cost: 3000 DE
Time to Create: 45 minutes
The Portal Generator uses Dark Elixir to create a rift in time and space, allowing you to teleport the first troops that step into (or fly over) this gateway to another area on the map. Tap to deploy the spell in one spot, and then tap on another open spot on the map where you want to open the other portal.
(Thought note: So, I have a feeling this one could either be too overpowered or go completely unused. A key distinction is that the place where you re-route the troops must be another open place, so it's not like you could drop a PEKKA right on top of their Town Hall or something like that. I get that this might be too difficult in terms of actual game mechanics, but it'd be interesting. You could warp your own troops to a soft side of the map, or save them from annihilation by defenses. Or, if there's a Clan Castle surprise, you could dump them to some corner to buy some time. Also, there's the relative uncertainty that you don't get to choose what units go. You could take one PEKKA, or snag 3 Giants and a handful of archers by mistake. You could get a mix from their CC and your attackers. It could be a sort of high risk/high reward type of deal. As it levels it increases the troop capacity)
------------------------------------------------------------------------------------------------------------------------------------
***Ephemeral (Level 1)
Duration: 30 seconds
Summoned Units: 30
Cost: 7500 DE
Time to Create: 1 hour 30 minutes
The Ephemeral Spell uses dark elixir to open a channel to the undead, similar to the powers of a witch. When dropped, ghosts are summoned to join your army in the fight! While these ghosts can only materialize for so long, their sheer number can overwhelm enemy defenses. Since they dart around so quickly, they cannot be pinpointed by single target defenses, but are vulnerable to splash damage. Also, given their ghoulish nature, they ignore walls to make haste to the enemy's buildings.
Ghost (Level 1)
Damage per second: 40
Hitpoints: 100
Movement speed: 20
(Thought note: Now, I feel that this one has the greatest risk of being too OP. That's why I added the high cost, training time, and temporary nature of the ghosts. However, if this is going to be a TH11 spell, it will be used (in theory) to fight other high level Town Halls. Now, I know that the argument can be made "well, if you make three of these spells, that's an extra 90 troops all at once, or if you spread them out back to back to back, that's still 30 troops for half of the battle." And that's totally valid, so let me know your thoughts on this. As the spell levels, the ghosts level, as does the duration of their existence)
------------------------------------------------------------------------------------------------------------------------------------
So, the upgrade costs are high, and the TH11 is assuming based on a DE Storage Cap of 400000. I think the spell ideas are okay. If durations and effects are kept in check, they shouldn't be too OP. I was trying to think of new, unique ideas that could be applied to specific scenarios, like different Clan War raids and such. I guess I was also trying to give the top tier a way to dump DE.
So, thoughts? Thanks for reading!