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Thread: New idea for zapping defense (this is different, trust me)

  1. #81
    Forum Elder HiFliya's Avatar
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    Quote Originally Posted by iceageg View Post
    I would hate to see the 6 months of a girls life after you ask her out and she simply says, "I'm not interested." instead of outright screaming "NEVER!" from the top of someplace very high. What Steve said as a representative of SC was pretty clear and left very little room for interpretation. They have no intention of changing it. Which is good. It is the right decision.

    Since you would like to hear what I have to say about your post again . . . it is not your idea and you should have searched for 2 seconds before starting another thread. It is requested several times daily and is an equally bad idea each time. Zapping resources is a very weak strategy that is tactically unsound for many reasons, but it does work and it does serve a very important purpose. It is irritating! It is supposed to be irritating. As I stated before, my suggestion would be to make lightening spells do MORE damage, not less. Beyond TH8 lightning spells are useless, but if 5 max lightning spells could take out an IT . . . I might consider rolling that way.

    I have also been long in favor of a fizzle trap that mitigated the effectiveness of ALL spells. Not stopping the spell entirely, but a simple % reduction in duration. It would be triggered when a spell was dropped close enough to it. While it could be used to protect a DE storage there are FAR better strategic uses to it.

    So those are my suggestions . . . again.

    1) INCREASE the damage done by lightning spells
    2) Add a spell mitigation trap (that could be wasted defending DE)
    ^ that is something that could work. Moar Lightning to Us, and a trap that fizzles out spells. Would that add an imbalance to Clan wars though as most raids generally take a full load of spells? or would it just make raiding that more strategically challenging if you couldn't rage/heal/freeze/jump your troops to their highest potential?

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  2. #82
    Forum Veteran iceageg's Avatar
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    Quote Originally Posted by HiFliya View Post
    ^ that is something that could work. Moar Lightning to Us, and a trap that fizzles out spells. Would that add an imbalance to Clan wars though as most raids generally take a full load of spells? or would it just make raiding that more strategically challenging if you couldn't rage/heal/freeze/jump your troops to their highest potential?
    The way I see the "fizzle trap" working most effectively is by putting it in a place where the first rage on a dragon attack is likely to be dropped, or the heal spell that keeps all those darned lvl6 giants alive. If the lightning spell was upped enough that it was a potentially viable tactic against IT's perhaps you would put your fizzle trap close to one of those to ensure it survived. It could be used to protect DE storages but given the other more common ways of being attacked most of us would see that for the waste it is.

    I started a thread a while back with the intention of pooling ideas but it was quickly lost into the later pages. One of the ideas was (instead of a simple duration reduction) to have each spell have it's own fizzle property. Lightning may scatter randomly to other nearby structures (decentralizing the damage), rage spells could react as fear spells to say 10% of the affected troops (scattering them), jump spells would spring trap 10% of the T1 troops affected, and ice spells would also freeze 10% of the attacking troops in range. There are lots of ways that a fizzled spell could create chaos without outright eliminating the spell's effectiveness. Sometimes the chaos could even work to your advantage where an outright nerf would not. How many times have your dragons pathed around the AD or the TH as a group. If they triggered the fizzle trap with a rage spell already inside the base one of those dragons could break off in the direction you wanted. Quite often the fizzle trap would not be triggered at all because no spell was dropped close enough.

    In the end spells are an indefensible part of the game. If a form of mitigation is offered for one it should be for all. Personally I think there is room in the game for it and if SC agrees there are a lot of opportunities beyond a flat nerf that could be entertained. Heck, it could even save somebody a few hundred DE!!!

    <<<EDIT>>>
    I don't think more than one of these traps would be available with probably only one or two levels of effectiveness. Spells are too vital a part of the end game dynamic to impact them too significantly.
    Last edited by iceageg; November 24th, 2014 at 07:49 PM.

  3. #83
    Forum Elder HiFliya's Avatar
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    Quote Originally Posted by iceageg View Post
    The way I see the "fizzle trap" working most effectively is by putting it in a place where the first rage on a dragon attack is likely to be dropped, or the heal spell that keeps all those darned lvl6 giants alive. If the lightning spell was upped enough that it was a potentially viable tactic against IT's perhaps you would put your fizzle trap close to one of those to ensure it survived. It could be used to protect DE storages but given the other more common ways of being attacked most of us would see that for the waste it is.

    I started a thread a while back with the intention of pooling ideas but it was quickly lost into the later pages. One of the ideas was (instead of a simple duration reduction) to have each spell have it's own fizzle property. Lightning may scatter randomly to other nearby structures (decentralizing the damage), rage spells could react as fear spells to say 10% of the affected troops (scattering them), jump spells would spring trap 10% of the T1 troops affected, and ice spells would also freeze 10% of the attacking troops in range. There are lots of ways that a fizzled spell could create chaos without outright eliminating the spell's effectiveness. Sometimes the chaos could even work to your advantage where an outright nerf would not. How many times have your dragons pathed around the AD or the TH as a group. If they triggered the fizzle trap with a rage spell already inside the base one of those dragons could break off in the direction you wanted. Quite often the fizzle trap would not be triggered at all because no spell was dropped close enough.

    In the end spells are an indefensible part of the game. If a form of mitigation is offered for one it should be for all. Personally I think there is room in the game for it and if SC agrees there are a lot of opportunities beyond a flat nerf that could be entertained. Heck, it could even save somebody a few hundred DE!!!

    <<<EDIT>>>
    I don't think more than one of these traps would be available with probably only one or two levels of effectiveness. Spells are too vital a part of the end game dynamic to impact them too significantly.
    I like it! I read your original post, but necro-ing the thread seemed a little overkill, when we have threads like these that are somewhat along the same idea. It won't break any of the spells, but it would prove to be a nuisance to attackers

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  4. #84
    Forum Veteran iceageg's Avatar
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    Quote Originally Posted by HiFliya View Post
    I like it! I read your original post, but necro-ing the thread seemed a little overkill, when we have threads like these that are somewhat along the same idea. It won't break any of the spells, but it would prove to be a nuisance to attackers
    Yep. If nothing more it could benefit the sly attacker while handicapping the hasty attacker. That is, if the fizzle trap had a timer (fizzles all spells dropped in proximity in the next 10 seconds) people may be hesitant to drop a rage and heal in the same spot quickly, or even use a lightning spell in an effort to trigger the traps before the assault. It is something I believe there is room for that would add a new dynamic to the end game which (without getting into the loot drought) is becoming very repetitive and dry.

  5. #85
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    Quote Originally Posted by Bulldog241 View Post
    If you have anything to say about it my idea please do so in your next post or leave this thread entirely.
    Quote Originally Posted by Bulldog241 View Post
    Please stop trying to speak for the mods, thank you.
    Irony, at it's best.

    You don't want to have a conversation. You just want people to agree with you.

  6. #86
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    Quote Originally Posted by iceageg View Post
    The way I see the "fizzle trap" working most effectively is by putting it in a place where the first rage on a dragon attack is likely to be dropped, or the heal spell that keeps all those darned lvl6 giants alive. If the lightning spell was upped enough that it was a potentially viable tactic against IT's perhaps you would put your fizzle trap close to one of those to ensure it survived. It could be used to protect DE storages but given the other more common ways of being attacked most of us would see that for the waste it is.

    I started a thread a while back with the intention of pooling ideas but it was quickly lost into the later pages. One of the ideas was (instead of a simple duration reduction) to have each spell have it's own fizzle property. Lightning may scatter randomly to other nearby structures (decentralizing the damage), rage spells could react as fear spells to say 10% of the affected troops (scattering them), jump spells would spring trap 10% of the T1 troops affected, and ice spells would also freeze 10% of the attacking troops in range. There are lots of ways that a fizzled spell could create chaos without outright eliminating the spell's effectiveness. Sometimes the chaos could even work to your advantage where an outright nerf would not. How many times have your dragons pathed around the AD or the TH as a group. If they triggered the fizzle trap with a rage spell already inside the base one of those dragons could break off in the direction you wanted. Quite often the fizzle trap would not be triggered at all because no spell was dropped close enough.

    In the end spells are an indefensible part of the game. If a form of mitigation is offered for one it should be for all. Personally I think there is room in the game for it and if SC agrees there are a lot of opportunities beyond a flat nerf that could be entertained. Heck, it could even save somebody a few hundred DE!!!

    <<<EDIT>>>
    I don't think more than one of these traps would be available with probably only one or two levels of effectiveness. Spells are too vital a part of the end game dynamic to impact them too significantly.
    Imagine that, some actual thought being used, before posting the same old tired idea, and rehashing the same old tired debate.

    I like this idea.

  7. #87
    Senior Member TheTreeMan's Avatar
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    Sadly your idea is the worst of two evils, zapping<god farming. This lightning rod idea will just give more power to farmers, who already have enough power and a lot of people don't approve of farming. More harm than good will be done and many clashers will be unhappy.
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  8. #88
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    Iceagag, how about recreating that thread? I'd like to comment on it but refuse to do so on this thread.

    People need to stop posting on this one as this travesty of a thread needs to be put out of its misery.

    The OP is more concerned with acting like a dictator, and pushing a ruled out idea to boot.

    A mod needs to end this thread for the reasons I stated the prior page. Ruled out idea and constant personal attacks.
    Last edited by Scuba061; November 24th, 2014 at 08:44 PM.

  9. #89
    Forum Elder HiFliya's Avatar
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    Quote Originally Posted by Scuba061 View Post
    Iceagag, how about recreating that thread? I'd like to comment on it but refuse to do so on this thread.

    People need to stop posting on this one as this travesty of a thread needs to be put out of its misery.

    The OP is more concerned with acting like a dictator, and pushing a ruled out idea to boot.

    A mod needs to end this thread for the reasons I stated the prior page. Ruled out idea and constant personal attacks.
    Lol we could just necro and un-bury the thread...

    Town Hall: 8 l GG: 100mil EE:100mil l HH 109k l
    Ice Phoenix: Vote/Comment Please!
    Thanks To InfinityGFX for the Sig!
    SC Responses to Current Requests: UG Heroes in War l Zapping

  10. #90
    Forum Veteran iceageg's Avatar
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    Quote Originally Posted by Scuba061 View Post
    Iceagag, how about recreating that thread? I'd like to comment on it but refuse to do so on this thread.

    People need to stop posting on this one as this travesty of a thread needs to be put out of its misery.

    The OP is more concerned with acting like a dictator, and pushing a ruled out idea to boot.

    A mod needs to end this thread for the reasons I stated the prior page. Ruled out idea and constant personal attacks.
    I'll kick it back off again tomorrow with a fresh thread morning and let this one fade into obscurity.
    Last edited by iceageg; November 24th, 2014 at 08:55 PM.

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