View Poll Results: Which of the following should be added? (can choose more than one, BE HONEST)

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  • Bomb changes

    52 33.12%
  • Spring Trap changes

    36 22.93%
  • Air bomb changes

    38 24.20%
  • Seeking air mine changes

    41 26.11%
  • Giant bomb changes

    35 22.29%
  • Telsa changes

    40 25.48%
  • New Giant Spring Trap

    52 33.12%
  • New Fake Buildings

    38 24.20%
  • All of the above

    34 21.66%
  • None of the above

    21 13.38%
Multiple Choice Poll.
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Thread: [Massive trap update:] New traps, changes to current traps, and more!

  1. #41
    Super Member bobbychan193's Avatar
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    Quote Originally Posted by HRderbySean View Post
    I don't like the Giant Spring trap - but conversely, I would like a 2x2 pitfall. This could be used against the troops that are not effected by the spring trap because they are too heavy.

    Pitfall the P.E.K.K.A., Golem, and hero's.

    Hope this inspires you.
    Okay idea, I guess. Thanks.

    Pros:

    1. Easy solution to the spring trap not being able to launch larger troops
    2. Re-usable (most likely; doesn't make sense if it disappears after troops fall inside)
    3. Traps the troops (maybe use them in your own army?) or instantly kills them

    Cons:

    1. Logic: shouldn't traps be one-time use? If it's re-usable, then it should be upgrade-able, which makes it a normal building that will become too OP (if it's hidden)
    2.Will affect the leaderboards and high leveled players (golems and PEKKAs all fall inside? No, not good)
    3. Probably too OP


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  2. #42
    Senior Member HRderbySean's Avatar
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    PITFALL 2x2 trap - 2nd pass

    Quote Originally Posted by bobbychan193 View Post
    Pitfall Trap 2x2
    Pros:

    1. Easy solution to the spring trap not being able to launch larger troops
    2. Re-usable (most likely; doesn't make sense if it disappears after troops fall inside)
    3. Traps the troops (maybe use them in your own army?) or instantly kills them

    Cons:

    1. Logic: shouldn't traps be one-time use? If it's re-usable, then it should be upgrade-able, which makes it a normal building that will become too OP (if it's hidden)
    2.Will affect the leaderboards and high leveled players (golems and PEKKAs all fall inside? No, not good)
    3. Probably too OP
    I just wanted to add to my original 'PITFALL' 2x2 trap idea.

    • The troop would loose half it's remaining hit points when it falls into the trap.
    • The pitfall would actually trap the P.E.K.K.A., Hero, or Golem. The troop would then be stuck there for 15?, 20?, 30 seconds? until it could climb out and continue on.
    • The troop could still be targeted by enemy defense while in the pit and receive damage.
    • The troop could not attack while in the pit, because it is trying to climb out.
    • The act of climbing out causes the pit to be used.
    • The death of a troop in the pit cause the pit to be used. (maybe a little animation of someone throwing dirt on the grave)
    • ** crazy thought ** The use of a jump spell would rescue the troop


    Sean

  3. #43
    Centennial Club H4ZARD's Avatar
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    All are good suggestions but i like the giant spring trap.

    Cheers
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  4. #44
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    Great original ideas but don't see SC adding these.

  5. #45
    Millennial Club RKO's Avatar
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    I could see a toxic spike trap? Like the acid tower and other things people have talked about it would slowly damage the units that pass by it.
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  6. #46
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    Spell Catcher

    new trap: spell catcher; disables spells that are used up to... 9 blocks away? 7?

    sorry that the name implies that it can catch and store the spell for you.
    Last edited by Sylau; August 9th, 2013 at 01:09 AM.

  7. #47
    Forum Elder TheRulingEmperor's Avatar
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    Spike Trap

    this trap...or maybe also called The Impaler....Impales any magic conjouring creatures like Wizards and Witches...Only works on them and it kills them when they are on or near it....like a spring trap but only works of magic counjouring troops
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  8. #48
    Super Member bobbychan193's Avatar
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    Quote Originally Posted by HRderbySean View Post
    I just wanted to add to my original 'PITFALL' 2x2 trap idea.

    • The troop would loose half it's remaining hit points when it falls into the trap.
    • The pitfall would actually trap the P.E.K.K.A., Hero, or Golem. The troop would then be stuck there for 15?, 20?, 30 seconds? until it could climb out and continue on.
    • The troop could still be targeted by enemy defense while in the pit and receive damage.
    • The troop could not attack while in the pit, because it is trying to climb out.
    • The act of climbing out causes the pit to be used.
    • The death of a troop in the pit cause the pit to be used. (maybe a little animation of someone throwing dirt on the grave)
    • ** crazy thought ** The use of a jump spell would rescue the troop


    Sean
    Ok. I'll add it in.

    Quote Originally Posted by H4ZARD View Post
    All are good suggestions but i like the giant spring trap.

    Cheers
    Thanks!

    Quote Originally Posted by ClasherOfClans View Post
    Great original ideas but don't see SC adding these.
    Thanks, but I hope they do add these.

    Quote Originally Posted by RKO View Post
    I could see a toxic spike trap? Like the acid tower and other things people have talked about it would slowly damage the units that pass by it.
    Maybe a bit out of the theme?

    Quote Originally Posted by Sylau View Post
    new trap: spell catcher; disables spells that are used up to... 9 blocks away? 7?

    sorry that the name implies that it can catch and store the spell for you.
    Too OP.

    Quote Originally Posted by TheRulingEmperor View Post
    this trap...or maybe also called The Impaler....Impales any magic conjouring creatures like Wizards and Witches...Only works on them and it kills them when they are on or near it....like a spring trap but only works of magic counjouring troops
    How about something less OP, like an anti-arcane tower that weakens wizards and witches.


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  9. #49
    Super Member bobbychan193's Avatar
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    NEW TRAP:

    3. Witch Tower (for anti-arcane purposes)

    • Made out of skeletons that she summons, a 2x2 trap that has a trigger radius and range similar to that of a tesla
    • Only triggered by wizards or witches and does not attack (has an area of effect instead)
    • Weakens wizards: -25% movement speed and -25% damage per attack
    • Weakens witches: -25% movement speed, -25% summoning speed, -25% damage per attack and -1 skeleton summoned
    • Weakness for witches passes on to summoned skeletons that are summoned during the weakening of the witch
    • Lasts for 1 minute before the tower witch's powers fail (or when tower is destroyed by other troops)
    • VERY GOOD for higher leveled players complaining about the witch imbalance
    • 1 for TH9 and that's it (1500 DE)
    • 500 HP


    I finally got a new idea!
    Tell me what you think!


    COC IGN: Jackson | Lvl109+ | Leader of lv7 clan Trollium
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  10. #50
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    Bump!

    lots of good ideas.

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