Yh u're right
and very nice ideas
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Yh u're right
and very nice ideas
Dark Spells provide a different iteration of elixir spells, as to add variety to spell compositions.
For example, instead of seeing a 3 Rage, 1 Freeze, 1 Lightning spell composition for a th10 Lavaloon attack, one may see a 1 poison, 4 Haste, 2 rage, 1 Freeze build. Both of these are viable spell compositions; however, they differ slightly. Dark Spells should encourage people to use different spell compositions.
Clash of Clans already has all the spell types we need - Jump to get troops into the center of a base, Heal to improve tanking, etc. etc., but Dark Spells give much more variety to spell compositions than the 4 or 5 spells we have currently.
I would like to see an invisible spell.. like the AQ has her cloak when she is under ability
I think the dark spell factory should cost dark elixir to build instead of regular elixir.
The PURPOSE of dark spells is to make little parts of the bigger spell, like some people bring lightning to kill CC troops, and they only want to kill troops, not waste that damage to buildings. For Earthquake it is vise verse. Some people only take rage for speed, so the haste spell allows that to happen. Since the spells will take 2 space and the Dark Spells will take 1, this will allow for the effect to be useful.
Confused? The Dark Spells are supposed to be smaller components of the larger spells. I expect them to add a spell that specializes in Damage, not speed.
I think you guys who want band new spells are maybe missing the point a little.
I don't think that updates are really about bringing in all sorts of new "fantasy and mystical" type elements to the game, even though I agree it might be cool to have stuff like invisible spells, digging spells, slow-down spells, etc.
These new dark spells are kinda just different and more basic form of the originals that are more one-dimensional and also take up less housing, making for lots more combinations to be used for attacking.
I think SC did this so that we are able to use these kinds of spells to focus on the strengths and weaknesses of troops and buildings, not necessarily change the entire game with them.
Do you guys get what I mean?
I agree 110% with this post, i am so ♥♥♥♥♥♥ off with the new spells they thought of, so unoriginal and simple minded that anyone could have made into a forum post (that's if they hadn't already) Also, the one spell that annoys me the most is the haste spell. Why on earth would they make a speed spell that increases speed...It's basically a downgraded rage spell without the damage, i would have rather they make it where it increases troop attack speed by 10% so they attack much faster and take out structures quicker. But no, we get another boring and useless spell.:thumbsdown:
They give better creativity to the player on spell combinations, but are just variations of the same spells. These are nice on how SC wants us to make the creativity, rather than them doing it for us.