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Thread: Spell Bomb!

  1. #1
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    Spell Bomb!

    In my opinion, this a great idea. I have a basic idea of what to do with this but would like to bounce the thought around everyone to perfect it. The idea is a defensive trap, that you load with a spell. I've made the idea work with most every spell. When set off:
    And loaded with a healing spell- it would heal defenses within the normal spell radius
    And loaded with a shock spell-it would damage troops
    And loaded with a rage spell-it would make your defenses either; stronger, shoot faster, or both
    And loaded with a freeze spell- it would either; slow troop movement, or completely stop it.
    The only spell remaining is the jump or "elevating" spell. I could see this one going many different ways. This could also b the one flaw with the idea. When load with this spell it could
    __make defense shoot at both air and ground troops regardless of previous settings,
    __ground flying troops?
    __raise wall height to stop hog riders or force them to go around(this could be a fix for the unstoppable hog attack problem) lol

    This is what I've got thus far. I know that theres a ton of ppl here who can help build this idea. In my head i picture the radius being limited to the normal spell radius. Thanks for the contributions to the thread in advance.

  2. #2
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    Yolo

    Wheres my flaw guys? I got 30+ views yet no comments. At least inform me y its a bad idea.

  3. #3
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    Quote Originally Posted by 9sean7 View Post
    Wheres my flaw guys? I got 30+ views yet no comments. At least inform me y its a bad idea.
    Dude I freaking loooooovvvvveee this idea they should definitely implement this

  4. #4
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    Quote Originally Posted by 9sean7 View Post
    Wheres my flaw guys? I got 30+ views yet no comments. At least inform me y its a bad idea.
    With the jump spell I like the idea of all defenses being able to shoot air units but that might be a little too powerful but instead have it wear the enemy units only do half damage because it's elevated

  5. #5
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    Thumbs Up

    i like it!

  6. #6
    Centennial Club Jelibeen's Avatar
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    To be honest, this is probably the most original, amazing, genius idea I have seen. I like how the "support" spells give the same effect to your buildings as they do to your army. And for the jump spell, I think it should ground flying units. There were no flaws either

  7. #7
    Millennial Club Shashwat's Avatar
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    bit op

    bit op for maxed infernos and mortars just load a rage spell and giants get killed one shoted lol and do ya want mortars to shoot drags lol

  8. #8
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    Hmm

    Im not sure about it being too op for the inferno towers because in order to set off the trap to affect the defenses, it the trap would have to be relatively close to those defenses. If your making it that close to their inferno towers (or vise versa) maybe there should be another obstacle to face. And if it does become an issue maybe there could be a decrease in range so the trap would have to be even closer to the inferno towers

  9. #9
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    Jump spell

    I think im gonna have to agree that the jump spell allowing defenses to shoot both air and ground troops is a bad idea. It would look weird and im not sure itd be beneficial. Tactics like distracting mortarts and cannons with minions would arise. I like the elevating the walls to stop hog riders idea and it makes sense since at th 9 u get a second de drill which promotes more reliance on dark troops (hog attacks). At th 9 u also unlock the jump spell. Thoughts?

  10. #10
    Trainee JesterGiantRage's Avatar
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    I like youre idea, and i think making the jump spell trap not allowing hogs to jump would be a great addition.

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