View Poll Results: What Do You Think?

Voters
197. You may not vote on this poll
  • We Need This!

    131 66.50%
  • Nah, I don't think this will work

    66 33.50%
Page 17 of 18 FirstFirst ... 715161718 LastLast
Results 161 to 170 of 172

Thread: New Dark Elixir Trap: The Bewitcher

  1. #161
    Pro Member Sokitani's Avatar
    Join Date
    Dec 2013
    Posts
    564
    Quote Originally Posted by shaffin View Post

    Trap Description= This trap was created by

    the finest witches in all of ClashLand. It,

    rather than taking out your enemy troops,

    uses them to your advantage!

    I like the idea but clashland?
    tbh i cant think of a better idea so Im not giving very good feedback but Clashland dosent sound right.

  2. #162
    Senior Member shaffin's Avatar
    Join Date
    Sep 2013
    Location
    You have just wasted approximately 2 whole seconds reading this message...
    Posts
    428

    Lol

    Yup, lol

  3. #163
    Centennial Club dcboy2's Avatar
    Join Date
    Aug 2013
    Posts
    188
    Awesome idea, might be op 5x5 radius wise but can be tweaked. Would love to see this

  4. #164
    Senior Member shaffin's Avatar
    Join Date
    Sep 2013
    Location
    You have just wasted approximately 2 whole seconds reading this message...
    Posts
    428

    ya

    Quote Originally Posted by ShamWeick View Post
    great idea, but defineltley tooooo complicated
    Thanks and ya it is a little bit intense

  5. #165
    TheConfuzed1's Avatar
    Join Date
    Jan 2013
    Location
    In Exile
    Posts
    10,801
    It needs work, but it's an interesting concept. I don't know about the whole 'red brick' thing... I think something like this should be bigger, and affect all troops who pass through it, for a number of seconds (varying by level).

    Since it's a dark trap, make dark troops impervious to it. I don't see the reason to do the same for wall breakers though. I think it would be funny, to see a user deploy wall breakers, to suddenly have them turn around, and blow up their allies. Wall breakers don't have the same strength against other troops as they do against walls, so it wouldn't be OP.
    Last edited by TheConfuzed1; August 21st, 2014 at 04:53 PM.

  6. #166
    Senior Member shaffin's Avatar
    Join Date
    Sep 2013
    Location
    You have just wasted approximately 2 whole seconds reading this message...
    Posts
    428

    Thank you

    Quote Originally Posted by youTubeLordBeardo View Post
    I like the concept.
    Thank you! Really liking the positive criticism

  7. #167
    Junior Member
    Join Date
    Jan 2014
    Posts
    57
    I like the idea a lot. But it should not effect pekka or golem.. Also this sounds more like it should be a th10 only trap, with only 1-2 upgrades and you should only get 1 or maybe 2 of em. A couple properly placed bewitchers could wreck an army #splashdmg

  8. #168
    Senior Member shaffin's Avatar
    Join Date
    Sep 2013
    Location
    You have just wasted approximately 2 whole seconds reading this message...
    Posts
    428

    Thumbs Up growing removed

    I have heard all your calls and have finally decided to remove the bewitchers original upgrade ability to grow

  9. #169
    Super Member jobro's Avatar
    Join Date
    Oct 2014
    Location
    Co-Leading the Talented Division of the Illuminati.
    Posts
    918
    Quote Originally Posted by shaffin View Post
    Golems have no brain, so they really can't be affected!

    Wallbreakers have no brain
    Lol, so true

    Thanks to venomben for the awesome sig!

  10. #170
    Fresh Spawn
    Join Date
    Sep 2014
    Posts
    5

    Good Idea

    I like it! I would like to see this in an update or too.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •