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  • Perfect! Definitely should be added.

    5 45.45%
  • It's good. Could be added

    2 18.18%
  • It's ok. But probably shouldn't be added

    1 9.09%
  • It's Bad. Definitely shouldn't be added

    3 27.27%
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Thread: New Dark Spell Factory:5 spells In the info

  1. #1
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    New Dark Spell Factory:5 spells In the info

    The Dark Spell Factory would be available at town hall 8. It would cost 1,500,000 elixir to construct it to level 1. Each time a spell would be upgraded, there would be an increase of 150 dark elixir cost. Here are my spells below:

    Level 1:Fly Spell
    Cost: 400 dark elixir at level 1
    Creation Time: 30 minutes
    Town Hall needed: Town Hall 8
    It makes your ground troops in the ring of the spell fly like an air troop. They will attack buildings in the air, but the troops are targeted by air defenses.

    Level 2:Time Spell
    Cost: 550 dark elixir at level 1
    Creation Time: 30 minutes
    Town Hall needed: Town Hall 8
    The time spell is a spell which can rewind time to get troops back if you messes up or found a better place to put them. Also, you can add 15 seconds of time to the battle if needed. 2 more seconds are available each level up

    Level 3:Invisibility Spell
    Cost:650 Dark Elixir at level 1
    Creation Time: 30 minutes
    Town Hall needed: Town Hall 9
    This spell makes your troops become invisible for a certain amount of time. The troops would be Invisible any where, even if they are not located in the ring.

    Level 4:Betrayal Spell
    Cost: 800 dark elixir at level 1
    Creation Time:45 minutes
    Town Hall needed: Town Hall 9
    This spell causes the clan castle troops to be on your side for a solid MINUTE at level 1. If you attack and the person and there are no troops in the cc, you lose the spell. So you should drop a troop to check.

    Level 5: Quake Spell:
    Cost: 1,000 dark elixir at level 1
    Creation Time:45 minutes
    Town Hall needed: Town Hall 10
    This spell sends an earthquake to the base, causing mass effect on the buildings, taking 8% at level 1 of the health from each building. Each level up, 2% is added to the effect.

    Upgrade Dark Spell Factory Costs:
    To level 1: 1,500,000 elixir
    To level 2: 2,250,000 elixir
    To level 3: 3,500,000 elixir
    To level 4: 4,750,000 elixir
    To level 5: 6,000,000 elixir
    Last edited by ClashHero; September 24th, 2014 at 07:09 PM. Reason: Edits

  2. #2
    Fresh Spawn 2001GobbyAj's Avatar
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    Thumbs Up Amazing idea

    This is a good idea
    but what th do u have to be for every upgrade and in the fly spell when your troops are flying can the air defence attack them?

  3. #3
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    Quote Originally Posted by 2001GobbyAj View Post
    This is a good idea
    but what th do u have to be for every upgrade and in the fly spell when your troops are flying can the air defence attack them?
    Yes you are right I will make the th levels now. And yes the air defense cannot target the troops.

  4. #4
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    Quote Originally Posted by ClashHero View Post
    The Dark Spell Factory would be available at town hall 8. It would cost 1,500,000 elixir to construct it to level 1. Each time a spell would be upgraded, there would be an increase of 150 dark elixir cost. Here are my spells below:

    Level 1:Fly Spell
    Cost: 400 dark elixir at level 1
    Creation Time: 45 minutes
    Town Hall needed: Town Hall 8
    It makes your ground troops in the ring of the spell fly like an air troop. They will attack buildings in the air, un targeted by ground defenses.

    Level 2:Heat Wave Spell
    Cost: 700 dark elixir at level 1
    Creation Time: 45 minutes
    Town Hall needed: Town Hall 8
    It makes the defenses in the ring heat up causing a huge decrease in health for the defense. The defenses inside the ring would not be able to shoot during.

    Level 3:Invisibility Spell
    Cost:800 Dark Elixir at level 1
    Creation Time:1 hour
    Town Hall needed: Town Hall 9
    This spell makes your troops become invisible for a certain amount of time. The troops would be Invisible any where, even if they are not located in the ring.

    Level 4:Betrayal Spell
    Cost: 1,100 dark elixir at level 1
    Creation Time:1 hour
    Town Hall needed: Town Hall 9
    This spell causes the clan castle troops to be on your side for a solid MINUTE at level 1. If you attack and the person does not have any cc troops, your spell will be given back to you.

    Level 5: Quake Spell:
    Cost: 1,250 dark elixir at level 1
    Creation Time: 75 minutes
    Town Hall needed: Town Hall 10
    This spell sends an earthquake to the base, causing mass effect on the buildings, taking 15% of the health from each building. Each level up, 2% is added to the effect.

    Upgrade Dark Spell Factory Costs:
    To level 1: 1,500,000 elixir
    To level 2: 2,250,000 elixir
    To level 3: 3,500,000 elixir
    To level 4: 4,750,000 elixir
    To level 5: 6,000,000 elixir
    Fly spell is another version of jump spell and heat wave spell is a combination of light and freeze spell.
    The idea of the dark spell factory is good but spells should be changed.

  5. #5
    Millennial Club
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    Overall, I can't see this happening, but there are definitely a few issues with making the spells too overpowered:


    Fly spell: Troops cannot be hit by ground defenses but the air defense cannot target them either? No, if they're going to start flying, the air defense would be able to target them.

    Betrayal: If the opponent does not have cc troops, you get the spell back? I don't think so. It's easy enough to see if the cc comes out, and drop the spell on them. If there is no cc or you miss, it's your fault. you don't get it back.

    Heat Wave: Is that decrease in damage temporary? Like it wouldn't take as much damage to destroy during the heat wave, but the buildings regain HP as they cool down? This would make it less op, though it would make more sense to make the freeze spell do this, but right now this is essentially 2 spells in 1, making it probably the most powerful spell on the list.

    Invisibility: It's already an upgraded version of healing. They would only be invisible inside the ring.

    Quake: 15% damage may be too much, but this is something that would have to be experimented with. 5-8% seems a more likely range at level 1 considering it does damage to everything on the base.


    Here are a few alternative ideas:

    Dark Mist: Forget the Heat Wave, and make this the Level 1 DE Spell factory. A mist of dark e descends, gumming up the defenses and causing them to gradually slow the rate at which they fire, and/or he damage they cause. Takes maybe 2-3 seconds for the full effect to be felt, then about 10 seconds at level 1 before dissipating. Yes, it's basically a weaker version of a freeze spell, but it could cover a larger area, and would be available at TH8, giving TH8's a better shot at going up against TH9 and 10.

    Timeturning Spell: either add time to the clock, or rewind it so you can change how you deploy troops.

    Reanimation: Bring troops back from the dead.
    Last edited by awesomness2016; September 22nd, 2014 at 02:34 PM.
    Search Death Elevator in the clan search and check us out at deathelevator.blogspot.com

  6. #6
    Crab Claw ClasherGirl99's Avatar
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    I haven't played the game in a year. I think I was kicked.
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  7. #7
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    Good but there are some flaws

    Its really good but i agree with what awesomeness2016 has said the spells for one cost way to much to make and take way to long to make. For two you should lower the stats on some of these spells and then put together your spells and awesomness2016 spells, so take his/her ideas and come up with certain levels and damage for each spell and then for the remaining spells keep your own ideas that you came up with in the first place and continue to tweak them. It is DEFINITELY something that needs work but i can see this being something really unique for CoC. I really love the idea. The Invisibility spell, The Fly spell and awesomness2016 Dark Mist spell is good but the other spells not so much only because they are different versions of spells that CoC already has but the spells i named out have potential because they are UNIQUE to CoC and thats what Supercell wants, they want something different and awesome and this is definitely it. It just needs more work and you need to come up with 2 more good unique spells and stats and tweak stats with the 3 i named off and you will be set on a good working idea for the game. 😊
    Last edited by TooTallEarlDibs; September 23rd, 2014 at 04:55 AM.

  8. #8
    Junior Member Chrisslybear5's Avatar
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    No. These spells are too strong to be added into the game. Mainly the invisibily spell.
    Maxing out Walls and Heroes for the in Masters League

  9. #9
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    Thumbs Up My thoughts

    They sound good but could over kill unless you only have one and the invisibility spell should be shorter because lvl6 wiz invisible for a minute would kill alot

  10. #10
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    A Dark Spell Factory is an amazing idea but I agree with the others; It is simply just too OP

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