View Poll Results: What do YOU think?

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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. #11
    Trainee
    Join Date
    Jul 2014
    Posts
    18

    I will see what I can do

    True the heat wave is like the freeze and yes ill make the fly spell troops be targeted by air defense and for the betrayal I can make them not get the spell back. Thanks

  2. #12
    Trainee
    Join Date
    Jul 2014
    Posts
    18

    ill put the timeturning spell

    Quote Originally Posted by awesomness2016 View Post
    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.
    Yes I will put in the timeturning for the heat wave spell. I like the timeturning but im gonna call it "time spell" instead. Thanks a lot. And I like the reanimation spell so I will consider it if I see the need.

  3. #13
    Pro Member Bresn's Avatar
    Join Date
    May 2014
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    Semi-Retired
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    636
    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
    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
    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
    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
    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:
    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.
    Fly Spell is so useless, it actually gets your troops killed more than it helps them, which it doesn't at all.

    Time Spell is so OP, all I need to do is cook up a bunch of TS and I can keep rewinding a attack on Inferno Towers are whatever.

    Invisibility spell? What did the Archer Queen's special ability do again? Make her INVISIBLE.

    Betrayal spell on the CC dragons

    Quake Spell is so so.



    TBH you guys only support the idea because it's so overpowered yet for some reason you want raiders to rekt your base with it.
    Last edited by Bresn; September 24th, 2014 at 08:47 PM.
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