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Thread: New defensive structure: Temporal Shrine

  1. #1
    Millennial Club SkyMage1001's Avatar
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    New defensive structure: Temporal Shrine




    Introduction


    Hello all! This is my concept of a new defensive structure: the Temporal Shrine! It is a non-damaging, but high impact defensive structure with two forms: one that focuses on disrupting opposing troops, and one that focuses of buffing allied structures.

    It is an ability oriented defense, meaning it has no consistent auto-attack: instead, it follows a pattern of skills, each one of them unique.

    Abilities

    In this section, I will discuss the abilities of each form of the Temporal Shrine. All abilities will not affect the Temporal Shrine itself (for form 2). Auras are deactivated if the Temporal Shrine is frozen, dead or has nothing it can see in range.


    Form 1: Time Corrupter

    Aura: Reverse


    This weakens troops' stats based on the difference in stats of their current and previous level. eg A level 6 archer affected by this would have stats decreased based on the stats of a level 5 archer. Level 1 troops are not affected by this.

    Level Stat decrease to full level lower*
    1 30%
    2 45%
    3 60%

    *If a troop's DPS is x, and the DPS from the same troop except a level lower is y, then when affected by a level 1 Reverse, its DPS becomes x-0.3*(x-y).

    This cannot stack.

    Ability 1: Chrono Void

    The Temporal Shrine fires a single target projectile. Troops affected by this are teleported to where they were previously.

    Level Teleport location* Ability cooldown
    1 3 seconds before 4 seconds
    2 3.5 seconds before 3.75 seconds
    3 4 seconds before 3.5 seconds


    *A unit is teleported to where they were 3 seconds before at level 1 for example.

    A unit cannot be teleported more than twice in the whole battle.

    Ability 2: Time Shift

    The Temporal Shrine fires a linear projectile that passes through 5 enemies. Each enemy's movement speed and attack speed is slowed down.

    Level Attack Speed slow (percentage) Movement speed slow (percentage) Cooldown
    1 20% 30% 2 seconds
    2 25% 40% 1.75 seconds
    3 30% 50% 1.5 seconds

    Ability 3: Temporal Corruption

    This ability reduces the duration of rage, heal and jump spells. It also decreases the duration of abilities, as well as increasing the cooldown of the witch summoning skeletons and the healer's heals. This only affects spells/troops/heroes within range (if the centre of the spell is within range, it is affected.)

    Level Spell/Ability duration reduction* Troop ability cooldown increase Troop ability cooldown increase duration (seconds) Ability Cooldown (seconds)
    1 10% 10% 5 10
    2 15% 15% 6 8
    3 20% 20% 7 7

    *The spell duration is reduced based on how much time it has left (eg if it has 10 seconds left, it is reduced by 1 second at level 1, if it has 5 seconds left, it is reduced by 0.5 seconds.)

    Form 2: Temporal Guard (help me with this name please!)

    Aura: Foresight

    This increases the health and DPS (for defenses) of nearby buildings by an amount relative to the stats of the same building if it were one level higher. If the building is at max level:

    Let the current stat be x, and the stat of the previous level y. The upgraded stat is equal to x+(x-y), or 2x-y.

    Level Stat increase to full level higher*
    1 30%
    2 45%
    3 60%

    *If a building's DPS is x, and its DPS at the next level is y, then when affected by a level 1 Temporal Shrine, its DPS becomes x+0.3*(y-x).


    Ability 1: Haste


    Nearby defensive structures gain bonus attack speed.

    Level Attack Speed increase Duration (seconds) Cooldown (Seconds)
    1 20% 1 2
    2 30% 1.5 2
    3 40% 2 2

    This cannot stack.

    Ability 2: Forewarn

    Nearby buildings foresee incoming attacks, and block the first attack that deals more than 10% of their maximum HP.

    Level Cooldown
    1 8
    2 7
    3 6

    There can only be one block active at any one time. This will not block freeze spells, but will block ONE lightning strike if it surpasses the damage threshold.

    Aura 2: Time reversal (?)

    After a defensive structure is destroyed, it lives on in the form of the past, continuing to attack for a short duration.

    Level Duration (seconds) Total elixir storage* Cost of revival (elixir)
    1 3 60 000 0.1%
    2 3.5 80 000 0.2%
    3 4 100 000 0.3%

    A tower is cannot be targeted during its reversal.

    *When a tower is revived, the Temporal Shrine uses some of its elixir to revive it. The amount of elixir it uses is based on the upgrade cost of the tower it is reviving (eg if it costed 8 000 000, and is revived by a level 1 Temporal Shrine, it uses 0.1% of 8 000 000 = 8 000)

    I really don't like this (hence the "?"), but I can't think of anything else. If someone could think of an ABILITY that buffs allied buildings, and is related to time, that would be great



    Tower stats


    Level Upgrade/Build Cost (gold) Health
    1 6 000 000 1 000
    2 7 000 000 1 150
    3 8 000 000 1 300
    Range: 7 tiles
    Targets: Air and Ground
    Favourite target: none
    Available at: TH11 (if it is created). One is available.

    Analysis


    The Temporal Shrine can be used in two ways: as a disruptive tower, or as a way to aid your towers. The second form is best put inside as many high-damage defenses as possible, as this will make the most out of the damage-boosting potential. Furthermore, the blocks can severely hinder wizards and PEKKAs, buying your defenses even more time to kill troops. Finally, the temporary revive allows your defenses to do just a little extra damage, unhindered by freeze spells.

    The first form is strongest at the outer rim of the core. When it starts teleporting golems back (as they are the first thing that it will target), other, more vulnerable troops will come to the front. Being at the outer rim also enables units to be slowed for the longest time possible.

    Being a support defense, if the buildings it is supporting are inactive (ie destroyed, frozen or out of ammo), it is probably the most useless building ever. It also has low health, meaning that a Form 2 Temporal Shrine will die extremely quickly if collapsed upon, making the defender lose a large portion of his defense. Likewise, if a Form 1 Temporal Shrine is frozen, and is unable to make any impact, the defender loses an extremely large portion of their core.

    History

    3/08/2014 8:17 AEST

    ​Thread is created!

    4/08 6:58 AEST

    - Changes made to Time Reversal, courtesy to
    arieoreos
    - Added clarity about when it could bought and how many, courtesy to Jessi810

    Thank you!

    Thank you for taking the time to read this... or maybe you didn't. Hopefully, you have some input to give about what you think of this or how you would change/improve it. If you vote in the poll, I would really appreciate it if you commented about why you ticked whatever option(s) in the poll. Pictures will come if I have time and it is requested.

    PEACE!
    Last edited by SkyMage1001; August 4th, 2014 at 09:01 AM.

    Thank you Ayyyyyema for my signature!
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  2. #2
    Senior Member Reecey95's Avatar
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    Its a very complex addition but youve explained that very clearly, great job for that and thank you.

    I for one believe this could be a great addition especially with the prospect of TH11 being released soon.
    The best part is the different modes currently xbowx and inferno towers modes dont necssarily need too much thought but this will and it will certainly change base designs up a bit!

    Great job you got my vote

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  3. #3
    Junior Member Jessi810's Avatar
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    Interesting Idea

    This looks too complicated to code the program for this but anyway I like your idea! Also it would be good to have only one available tower to use so player will choose what mode best for his base IMO. It would be great if you could add more abilities!

  4. #4
    Millennial Club arieoreos's Avatar
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    Quote Originally Posted by SkyMage1001 View Post



    Introduction


    Hello all! This is my concept of a new defensive structure: the Temporal Shrine! It is a non-damaging, but high impact defensive structure with two forms: one that focuses on disrupting opposing troops, and one that focuses of buffing allied structures.

    It is an ability oriented defense, meaning it has no consistent auto-attack: instead, it follows a pattern of skills, each one of them unique.

    Abilities

    In this section, I will discuss the abilities of each form of the Temporal Shrine. All abilities will not affect the Temporal Shrine itself (for form 2). Auras are deactivated if the Temporal Shrine is frozen, dead or has nothing it can see in range.


    Form 1: Time Corrupter

    Aura: Reverse


    This weakens troops' stats based on the difference in stats of their current and previous level. eg A level 6 archer affected by this would have stats decreased based on the stats of a level 5 archer. Level 1 troops are not affected by this.

    Level Stat decrease to full level lower*
    1 30%
    2 45%
    3 60%

    *If a troop's DPS is x, and the DPS from the same troop except a level lower is y, then when affected by a level 1 Reverse, its DPS becomes x-0.3*(x-y).

    This cannot stack.

    Ability 1: Chrono Void

    The Temporal Shrine fires a single target projectile. Troops affected by this are teleported to where they were previously.

    Level Teleport location* Ability cooldown
    1 3 seconds before 4 seconds
    2 3.5 seconds before 3.75 seconds
    3 4 seconds before 3.5 seconds


    *A unit is teleported to where they were 3 seconds before at level 1 for example.

    A unit cannot be teleported more than twice in the whole battle.

    Ability 2: Time Shift

    The Temporal Shrine fires a linear projectile that passes through 5 enemies. Each enemy's movement speed and attack speed is slowed down.

    Level Attack Speed slow (percentage) Movement speed slow (percentage) Cooldown
    1 20% 30% 2 seconds
    2 25% 40% 1.75 seconds
    3 30% 50% 1.5 seconds

    Ability 3: Temporal Corruption

    This ability reduces the duration of rage, heal and jump spells. It also decreases the duration of abilities, as well as increasing the cooldown of the witch summoning skeletons and the healer's heals. This only affects spells/troops/heroes within range (if the centre of the spell is within range, it is affected.)

    Level Spell/Ability duration reduction* Troop ability cooldown increase Troop ability cooldown increase duration (seconds) Ability Cooldown (seconds)
    1 10% 10% 5 10
    2 15% 15% 6 8
    3 20% 20% 7 7

    *The spell duration is reduced based on how much time it has left (eg if it has 10 seconds left, it is reduced by 1 second at level 1, if it has 5 seconds left, it is reduced by 0.5 seconds.)

    Form 2: Temporal Guard (help me with this name please!)

    Aura: Foresight

    This increases the health and DPS (for defenses) of nearby buildings by an amount relative to the stats of the same building if it were one level higher. If the building is at max level:

    Let the current stat be x, and the stat of the previous level y. The upgraded stat is equal to x+(x-y), or 2x-y.

    Level Stat increase to full level higher*
    1 30%
    2 45%
    3 60%

    *If a building's DPS is x, and its DPS at the next level is y, then when affected by a level 1 Temporal Shrine, its DPS becomes x+0.3*(y-x).


    Ability 1: Haste


    Nearby defensive structures gain bonus attack speed.

    Level Attack Speed increase Duration (seconds) Cooldown (Seconds)
    1 20% 1 2
    2 30% 1.5 2
    3 40% 2 2

    This cannot stack.

    Ability 2: Forewarn

    Nearby buildings foresee incoming attacks, and block the first attack that deals more than 10% of their maximum HP.

    Level Cooldown
    1 8
    2 7
    3 6

    There can only be one block active at any one time. This will not block freeze spells, but will block ONE lightning strike if it surpasses the damage threshold.

    Aura 2: Time reversal (?)

    After a defensive structure is destroyed, it lives on in the form of the past, continuing to attack for a short duration.

    Level Duration (seconds)
    1 3
    2 3.5
    3 4

    A tower is cannot be targeted during its reversal.

    I really don't like this (hence the "?"), but I can't think of anything else. If someone could think of an ABILITY that buffs allied buildings, and is related to time, that would be great

    Tower stats


    Level Upgrade/Build Cost (gold) Health
    1 6 000 000 1 000
    2 7 000 000 1 150
    3 8 000 000 1 300
    Range: 7 tiles
    Targets: Air and Ground
    Favourite target: none


    Analysis


    The Temporal Shrine can be used in two ways: as a disruptive tower, or as a way to aid your towers. It is best to have one of each, due to effects not stacking. The second form is best put inside as many high-damage defenses as possible, as this will make the most out of the damage-boosting potential. Furthermore, the blocks can severely hinder wizards and PEKKAs, buying your defenses even more time to kill troops. Finally, the temporary revive allows your defenses to do just a little extra damage, unhindered by freeze spells.

    The first form is strongest at the outer rim of the core. When it starts teleporting golems back (as they are the first thing that it will target), other, more vulnerable troops will come to the front. Being at the outer rim also enables units to be slowed for the longest time possible.

    Being a support defense, if the buildings it is supporting are inactive (ie destroyed, frozen or out of ammo), it is probably the most useless building ever. It also has low health, meaning that a Form 2 Temporal Shrine will die extremely quickly if collapsed upon, making the defender lose a large portion of his defense. Likewise, if a Form 1 Temporal Shrine is frozen, and is unable to make any impact, the defender loses an extremely large portion of their core.

    History

    3/08/2014 8:17 AEST

    ​Thread is created!


    Thank you!

    Thank you for taking the time to read this... or maybe you didn't. Hopefully, you have some input to give about what you think of this or how you would change/improve it. If you vote in the poll, I would really appreciate it if you commented about why you ticked whatever option(s) in the poll. Pictures will come if I have time and it is requested.

    PEACE!
    i love everything, this could help balance the offense and defense greatly!
    the only problem it is on such a massive scale that if everyone was using this it would create a TON of data.
    and you dont need to get rid of the time reversal, i have a proposal for it:
    Load the structure with some resource, probably elixir, and set the time reversal level. so if you set it to level 5, it will use up some of the elixir, 10% of the cost to upgrade a level 4-5 structure. example: you set reversal to level 4, and you load it with 120k resource. all 3 mortars are in range of it, and all three die, the upgrade cost is 400k, so it takes 40k elixir to revive, and since there are 3 it uses all 120k. so usually people would go for something like level 2 or 3.

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  5. #5
    Millennial Club SkyMage1001's Avatar
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    Quote Originally Posted by Reecey95 View Post
    Its a very complex addition but youve explained that very clearly, great job for that and thank you.

    I for one believe this could be a great addition especially with the prospect of TH11 being released soon.
    The best part is the different modes currently xbowx and inferno towers modes dont necssarily need too much thought but this will and it will certainly change base designs up a bit!

    Great job you got my vote
    Thanks

    Quote Originally Posted by Jessi810 View Post
    This looks too complicated to code the program for this but anyway I like your idea! Also it would be good to have only one available tower to use so player will choose what mode best for his base IMO. It would be great if you could add more abilities!
    I'm against the idea of more than 3 abilties: the attacker has enough to worry about. But I will add clarity as to how many will be available.

    Let's pretend it won't be too hard to code at all :P

    Quote Originally Posted by arieoreos View Post
    i love everything, this could help balance the offense and defense greatly!
    the only problem it is on such a massive scale that if everyone was using this it would create a TON of data.
    and you dont need to get rid of the time reversal, i have a proposal for it:
    Load the structure with some resource, probably elixir, and set the time reversal level. so if you set it to level 5, it will use up some of the elixir, 10% of the cost to upgrade a level 4-5 structure. example: you set reversal to level 4, and you load it with 120k resource. all 3 mortars are in range of it, and all three die, the upgrade cost is 400k, so it takes 40k elixir to revive, and since there are 3 it uses all 120k. so usually people would go for something like level 2 or 3.
    Let's say this doesn't create any lag or stuff at all :P

    The reason why I don't like the Time Reversal as much is because it is an aura: I want this to be interactive in defense. I'll add your proposal with a few tweaks, and see what people think of it, thanks for the suggestion.

    Last edited by SkyMage1001; August 4th, 2014 at 08:53 AM.

    Thank you Ayyyyyema for my signature!
    Ideas and Feature Requests sticky | Forum Rules
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  6. #6
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    What town hall would this be unlocked

  7. #7
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    Quote Originally Posted by chrisoncoc View Post
    what town hall would this be unlocked
    th 11...because its that awesome
    Last edited by Zurokon; August 4th, 2014 at 03:58 PM.

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