-
Spell traps?
These "spell traps" are the size of a bomb and are held in a normal spell vial when looking at your base, the lightning spell trap for example has a close trigger radius, witch when triggered brings lightning from the sky and has a splash effect on the troop(s) that actvated it , but not on the village, then the healing spell trap for example has a large radius like it does when you attack and heals your buildings for a short while, the rage spell trap makes your buildings stronger (defence and attack wise), the jump spell trap negates the ability of hog riders and any other troop that can jump over walls if they are in its radius, and the freeze freezes the attackers troops temporarily. These traps are unlocked at the townhall the normal spells are unlockable at, e.g the rage SPELL is unlockable at th7 so the rage spell trap is unlockable at th7 etc... The spell traps are still traps and will not be upgradeble in the lab, but they will cost the same amount as the normal spell would cost to upgrade at that current level. I would also like to add that you will only get one trap of each kind or else it will be to OP. So i personaly like this idea and I would realy appreciate what you think so please feel free to reply.
-
-
No.
This is a very bad idea. I Don't like.
-
-
Looks good, but they'd have short (time) effects so attacking doesn't get so difficult (sorry for bad English hehehe)
-
It is not a defensive tower like a cannon or archer tower, it is a trap and there for is not perminent. I think more of it as a temporary booster/ defence. I guess the jump spell trap is a bit OP and therefor I would like to edit it by saying it's affects to hogriders, are only if they are in the spell traps raidius, and the jump spell being negated will be totaly ruled out, and instead it will make troops in its radius slower.