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  Click here to go to the first staff post in this thread.   Thread: Shockwave Spell - Put some zest into your battle! Spell Factory Level 6!

  1. #21
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    Quote Originally Posted by bobkoch1984 View Post
    Have not seen this post before now. I think a spell like this would be a great addition. The only thing i would say is instead of 1 tile between defenses is maybe 2. As a lot of defenses arent right next to eachother. But sounds great. Would love to see this.
    I thought 2 tiles would make it OP as the Electro Dragon's chain lightning is itself 1 tile bounce. Usually good to keep low stats for spells and later buff them up to make it less OP if thought about...
    Things left to do on my Bucket List:
    Raged Barbarians enter a Rage Spell, Witches enter a Skeleton Spell, Crush Miners underground with an Earthquake Spell!

  2. #22
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    Quote Originally Posted by BB43 View Post
    I like this idea, very well thought out and presented. I’m not sure how many or if any suggestions made here are considered by super cell and do make it into the game. I will say though that back on April 23 of 2015 I started a thread about possibly being able to donate spells to a clan mate, my original post was in Lou of troops, it was meet with some strong disagreement’s, but the last I checked we can donate spells to each other. I’m not sure if my thread had any impact on game play, but in my mind I’d like to think so.
    That happened once too with me. I gave a suggestion once in 2015 for Army Bookmarks which can be readily trained but everyone was against it and now look, we have Bookmarks. Lol I still can't believe it
    Things left to do on my Bucket List:
    Raged Barbarians enter a Rage Spell, Witches enter a Skeleton Spell, Crush Miners underground with an Earthquake Spell!

  3. #23
    Damage is fine.
    Stun duration should be 3sec at Max. which affects all buildings (including Eagle Artillery amd Mortars)
    Housing space of 2 adds furthur to it's balancing.
    And Spell Factory Lvl. 6 should be needed for it (as i think) having 12-13 spell capacity (Most preferably 12 housing space).

    Hope it makes into the game!

  4. #24
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    But I thought I said Stun effect duration remains constant irrespective of upgrades... Maybe I'll keep it at 1 or 1.5sec
    Things left to do on my Bucket List:
    Raged Barbarians enter a Rage Spell, Witches enter a Skeleton Spell, Crush Miners underground with an Earthquake Spell!

  5. #25
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    Few updates here and there... Changed stun duration to 2 seconds... Thought it needed a little more of a buff
    Things left to do on my Bucket List:
    Raged Barbarians enter a Rage Spell, Witches enter a Skeleton Spell, Crush Miners underground with an Earthquake Spell!

  6.   This is the last staff post in this thread.   #26
    SharkyFinn's Avatar
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    Interesting concept and nice write up.
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  7. #27
    Senior Member AegarTargaryen's Avatar
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    I like this idea, it’s basically the zap spell from CR, but buffed. Although I wouldn’t be able to use it yet, I feel like this would be a great addition to the game

  8. #28
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    Quote Originally Posted by AegarTargaryen View Post
    I like this idea, it’s basically the zap spell from CR, but buffed. Although I wouldn’t be able to use it yet, I feel like this would be a great addition to the game
    The thing is I made available for TH11 plus, cause 3 stars get super hard from this point. True it's kinda like the zap spell with a buff. I mean this is an active spell but must be used carefully cause of its high housing space...
    Things left to do on my Bucket List:
    Raged Barbarians enter a Rage Spell, Witches enter a Skeleton Spell, Crush Miners underground with an Earthquake Spell!

  9. #29
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    Just curiously dreaming if this post would be the next sneak peek. Mostly not
    Things left to do on my Bucket List:
    Raged Barbarians enter a Rage Spell, Witches enter a Skeleton Spell, Crush Miners underground with an Earthquake Spell!

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