Originally Posted by
ducster7
Okay take into account the last two updates in the game and what has changed attacking-wise. There is the air-sweeper and the dark elixir spells.
A lot of people have called these updates game-changing and strategy-breaking, but in reality not much has changed. Gowiwi, gowipe, pentalaloon, shattered/cold-blooded are still all used largely the same way they have been for a year+. Same combo of jump, rage, freeze, poison, etc for th10 players.
With the poison spell came the apparent "death" of the lightning spell. However with my idea the lightning spell can come back with a lot of effectiveness and spells strategies can alter greatly. It's called spell recombination. This idea is not overpowered and balance disrupting.
The spell recombination can be added into a tab of the spell factory, so that the number of buildings doesn't go up (there you go three star attackers). The spells cannot be recombined perfectly (that would be too OP). There is a recombination penalty. The penalty becomes less and less the higher the spell recombination tab is upgraded. Each recombined spells takes a normal sized spell slot, but costs twice the average of the combined spells. The spell recombination will have sliders to customize the type of spells you want to make. The sliders are inversely proportional.I know this all sounds overpowered, but it's not. The spell recombination can be upgraded three times. The penalties go from 1/4 efficiency, 1/2 efficiency, 3/4 efficiency (or 1/4, 1/3, 1/2). The number of combined spells that can be brought goes up per level 1,2,3.
I will represent the idea with examples. I'm a th9 who farms with gibarch, and sometimes I encounter pesky clan castle troops that can ruin the whole raid. Usually though I drop a heal over my giants and hope my backup troops can go in and kill the cc. However with spell recombination I can combine my heal and a lightning spell. Again the recombination isn't perfect (75 % efficiency max). I would go into the spell factory and press the recombination tab and choose lightning and heal. Sidenote: usually I face only archers in the CC and that will reflect my level of recombination. I slide my heal spell slider to 60 percent and my lightning spell slider automatically slides down to 15 percent (inversely proportional). My combined spell will have 15 percent my max lightning (.15 * 420 [lvl 5 lightning) and 60 percent max heal (.6 * 1600). The combined spells has 960 heal and and 63 damage. The 960 heal is enough to keep my giants alive and the 63 damage is enough to kill the archers I'm facing. Compared to a lightning (pre-update) and a heal there is big efficiency difference. I don't need a full lightning to kill the archers in cc. Not OP because my heal/lightning spell is only 60% percent as effective as my full lightning. The heal lightning spell would cost 44,000 (22,000*2/2*2),
The recombined spells only takes a normal spell slot (2/11). Post update this would give the advantage of not bringing a poison, so i can bring a haste or eq spell. Also HUGE INCENTIVE: recombined spells due to alchemist's new discovery allows recombined heal spells to work even while a troop is under fire from an inferno. --> most useless spells at th10 now? lightning and heal. This would be a way for them to be brought back to enhance gameplay, strategies, and time spent in game making new spell combos. Recombine spells have higher precision ( less damage radius)
Next combo Lightning rage. Usually in war instead of luring i rage my wiz from gowipe to kill cc instead. Now in this war i have the combined lightning rage. Say a max witch is in cc which has 100 hp. I would set my lightning spell slider at 25%. 25% of 420 is 105 damage -> enough to kill a witch if you hit it right on the nose which is possible due to higher precision from recombined lightning spell. My rage would be automatically set at 50%, so instead of a 70% I get 35%. This recombined spell is NOT A WASTE because it kills cc, still manages to rage troop and still leaves room for 4 normal and 1 dark spell.
Ex simplified
rage jump combo: 25% rage 50 % jump. Stats 17.5% increase in damage plus 7 speed increase. 30 second jump spell. Still advantageous if used right and only takes 2/11 slot. + whatever the average cost*2
jump heal 20 second jump (1/3) 2/3 max heal is 1056 heal. -> allows healing of troops even under inferno fire
I have not figured out cost or upgrade times, but the idea and strategies involved can be evolved. And it's also well balanced. N.B. dark spells and normal spells can't be mixed. Recombined spells take the greater of the two times of the two spells normal times E.g. jump heal takes 30 minutes
Result: brings back heal and lighting for high level gameplay. Incentive for supercell --> more money $). More stuff more upgrade more money. Recombined spells cost more -> more resources gemmed.