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Thread: Spell Corrupter (Anti-Spell Trap)

  1. #1
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    Lightbulb Spell Corrupter (Anti-Spell Trap)

    This is a trap, like a bomb or spring trap, that can be unlocked at Town Hall 7 called the Spell Corrupter. Essentially, it weakens spells' effects, and at higher levels, the trap would cause spells to do the opposite of what it normally does.


    How it works: When a player drops a spell within a certain radius, let's just say 5 blocks, a beam of light like the healer's will pop up out of a hatch in the ground like a seeking air mine and quickly hit the spell as it falls to the ground. The spell will then be modified, the details of which are explained below.


    Details/Upgrades: This trap is unlocked at Town Hall 7. It can be rearmed like any other trap, and can be used 1 time after it has been rearmed. At Town Hall 7, you can only purchase a single level 1 trap. At Town Hall 8, you can upgrade the trap to level 3. At Town Hall 9, you can upgrade the trap to level 5. Finally, at town Hall 10, you can purchase a second trap and upgrade both of them to level 7.


    Effects: At level 1, the affected spell's potency would decrease by 25%. At level 2, this percentage increases to 50%. Then to 75% at level 3. At level 4, the spell would completely nullify the affected spell. At level 5, the affected spell would perform the reverse action at 25% potency. This would increase to 50% at level 6, and to 75% at level 7. An example for this could be as follows:


    Example: The spell I am using for the example is a Level 4 Lightning Spell.


    *No trap - 390 damage (deals damage to buildings or clan castle troops with each strike)
    *Level 1 trap - 293 damage
    *Level 2 trap - 195 damage
    *Level 3 trap - 98 damage
    *Level 4 trap - 0 damage
    *Level 5 trap - 98 healing (heals buildings or clan castle troops with each strike)
    *Level 6 trap - 195 healing
    *Level 7 trap - 293 healing


    Of course, these statistics could be raised or lowered to best fit the game, but it's a good start in my opinion.


    Price: Prices are as follow:


    *Original purchase (Level 1) - 500,000 gold
    *Level 2 upgrade - 750,000 gold
    *Level 3 upgrade - 1,000,000 gold
    *Level 4 upgrade - 1,250,000 gold
    *Level 5 upgrade - 1,500,000 gold
    *Level 6 upgrade - 1,750,000 gold
    *Level 7 upgrade - 2,000,000 gold


    Now keep in mind that these prices are based off of the fact that this trap can only be used 1 time before it needs to be rearmed, unlike the Hidden Tesla. Also, each trap can only affect 1 spell and has a rather small range. These three things combined causes the price to drop to what it is. The price also goes up very consistently, like the affect it has on spells.

    Let me know what you think! I am always open to constructive criticism. Praise would be nice too.


    Edits:

    1) I have a new idea to balance the power of the trap. Instead of basing the potency reduction off of percentage points, maybe the spell could reduce the effect by 1 level. In my example above, instead of the level 1 trap reducing the damage to 293 damage, maybe it reduces damage to whatever the level 3 spell has. Of course, on the opposite end, the spell effect can only be reduced to the level below as well. For example. If the level 7 trap corrupted a level 3 lightning spell, it would heal the buildings by whatever a level 2 lightning spell is supposed to damage. Of course, this is just an idea, and if it doesn't make much sense, just let me know and I'll try to clear it up better.
    Last edited by elektrikpulse61; July 31st, 2014 at 08:00 PM. Reason: New idea, but I didn't want to take out my original idea, so I added it in as an alternative.

  2. #2
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    Great Idea!

    I have thought of similar ideas, but none this detailed or complex! Great idea!

  3. #3
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    Way to OP in my opinion.

  4. #4
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    great idea, but needs fixing

    in my opinion this is to op. this is a great idea though!
    so for a heal spell, it will damage troops
    rage spell, weaken the troops?
    jump spell, ????
    freeze spell, freeze troops?

    this would completely take away the purpose of spells, so I recommend getting them at level 9 or 10 town hall

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    Quote Originally Posted by Guitarman71 View Post
    I have thought of similar ideas, but none this detailed or complex! Great idea!
    Thanks for that! Means a lot to me that people like my ideas.

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    Quote Originally Posted by Revising View Post
    Way to OP in my opinion.
    It would be helpful if you could provide a way to balance the power of the trap. I have a few ideas myself, but I'd love to hear from you as well!

  7. #7
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    How does it work for jump spells?

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    Quote Originally Posted by jafjaf333 View Post
    in my opinion this is to op. this is a great idea though!
    so for a heal spell, it will damage troops
    rage spell, weaken the troops?
    jump spell, ????
    freeze spell, freeze troops?

    this would completely take away the purpose of spells, so I recommend getting them at level 9 or 10 town hall
    To answer your questions, I shall make a list of spells and what their reverse effect could be.

    *Lightning Spell - Heals buildings or clan castle troops
    *Healing Spell - Damages the attacker's troops
    *Rage Spell - Makes the attacker's troops deal less damage; I think slower movement would be too OP
    *Jump Spell - Either slows the attacker's troops down or makes them deal less damage to walls
    *Freeze Spell - Makes the defensive buildings attack more frequently; infernos would have more targets in both modes
    I think that's all of them...

    These are just ideas though, and I believe it would make spells more strategic. Also, it can help power down troops like the Hog Rider without having to actually nerf the troop itself. Of course, everyone has their own opinion, and I respect that. Keep in mind though that this trap would have a small range, meaning that it needs to be strategically placed for maximum coverage.

  9. #9
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    Quote Originally Posted by ThePixelteer425 View Post
    How does it work for jump spells?
    It could either slow the attacker's troops down or make them deal less damage to walls.

  10. #10
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    Thank you all!

    To everyone that has replied so far, and to everyone who replies in the future - thank you! I really appreciate the constructive criticism, and I am completely open to feedback. I am thrilled to see that people are interested in my idea and I hope it inspires you to come up with your own! Once again thank you all so much!

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