View Poll Results: What Do You Think?

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  • We Need This!

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

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Thread: New Dark Elixir Trap: The Bewitcher

  1. #31
    Senior Member shaffin's Avatar
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    Post 8

    Quote Originally Posted by wastoid View Post
    I would totally get this trap. For what town hall would it be available?
    At Townhall would this trap be available (if Supercell adds it)

  2. #32
    Fresh Spawn
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    Good one

    I dont have dark elixir but i think that is a good idea

  3. #33
    Pro Member Isaacium's Avatar
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    In my opinion, this trap should be able to affect up to 15 housing space of troops. For example, 3 giants, 15 barbs, 3 wizards, etc. The trap would be similar to the spring trap, 15 housing space worth of troops have to walk over the trap to be affected.

    I also say that troops more than 15 housing space and troops with no brain are not affected. If the "no brain" part is too complicated, SC could just have the 15 housing space part. Pekkas, golems, and (maybe) wall breakers would not be affected. The bewitching trap should also be upgraded to affect more housing space.

    Your idea for witches, in my opinion, is too complicated. Either has witches affected as normal, or not.

    Question: Does the bewitchment have a time duration? Or are troops affected until killed?

  4. #34
    Senior Member shaffin's Avatar
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    Finished

    Quote Originally Posted by Jjs709 View Post
    Ok now let's work on upgrade stats.

    lvl2 1 day 2000 de does that thing to the witch EDIT: Bewitches troops in a 2x2 radius
    lvl3 36 hours 3000 de kills golems but not golemites kills wbs and everything from previous lvls EDIT: Bewitches troops in a 3x3 radius
    lvl4 EDIT: 3 days 5000 de kills witches and EDIT: pekkas die too everything from previous lvls EDIT: Bewitches troops in a 5x5 radius

    EDIT: after this I will re-read everything and ask more questions. EDIT: Everything looks good right now.
    Alright! I just finished editing. Thx for this great advice you keep giving me. Check out the thread and tell me more. Once again, thx

  5. #35
    Senior Member shaffin's Avatar
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    okay

    Quote Originally Posted by Isaacium View Post
    In my opinion, this trap should be able to affect up to 15 housing space of troops. For example, 3 giants, 15 barbs, 3 wizards, etc. The trap would be similar to the spring trap, 15 housing space worth of troops have to walk over the trap to be affected.

    I also say that troops more than 15 housing space and troops with no brain are not affected. If the "no brain" part is too complicated, SC could just have the 15 housing space part. Pekkas, golems, and (maybe) wall breakers would not be affected. The bewitching trap should also be upgraded to affect more housing space.

    Your idea for witches, in my opinion, is too complicated. Either has witches affected as normal, or not.

    Question: Does the bewitchment have a time duration? Or are troops affected until killed?
    i'll try to fit ur idea into the thread as best as i can. I will comment on the post i have edited the post. As for your question, once a troop is bewitched, it stays bewitched until it dies

  6. #36
    Forum Veteran THExBEAST's Avatar
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    The lvl one version is ok but then it just gets OP

  7. #37
    Senior Member shaffin's Avatar
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    think about it

    Quote Originally Posted by THExBEAST View Post
    The lvl one version is ok but then it just gets OP
    dark elixir is a very powerful thing dude. If it's a normal trap that has ok effects, it won't be worth the dark elixir. Dark elixir is hard to get so much of. That's why u hav to even that out with the stuff u can buy with it

  8. #38
    Millennial Club Jjs709's Avatar
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    Quote Originally Posted by shaffin View Post
    Alright! I just finished editing. Thx for this great advice you keep giving me. Check out the thread and tell me more. Once again, thx
    try this, 200 rearm lvl 1, lvl 2 300, lvl 3 400, lvl 4 500.

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  9. #39
    Pro Member chuckmorris's Avatar
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    Quote Originally Posted by shaffin View Post
    Regular Elixir Traps eliminates your opponents in a normal way
    What the hell are you talking about "regular elixir traps"
    dont call it a comeback ive been here for years

  10. #40
    Senior Member shaffin's Avatar
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    nice idea

    Quote Originally Posted by Jjs709 View Post
    try this, 200 rearm lvl 1, lvl 2 300, lvl 3 400, lvl 4 500.
    k, nice idea. will add

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