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Thread: Defensive Spells possibility

  1. #1
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    Defensive Spells possibility

    Hope this isn't on here already, I never looked. Basically just as it sounds. Defensive spells based much like what the spell factory is, and you place them ONTO a building or wall in your village. When that building is attacked, the spell activates. Possible ideas that I like.

    1. Slow Field - Radiates a ten tile area of slowing for a time. Makes all enemies inside the field move and attack significantly slower.
    Upgrades: 5 levels, 1-5 gives slight time increase, with level 5's ultimate being an additional two tiles, for a total of circular twelve.
    2. Vampiric Field - The building that holds this field drains life from all enemy units in a three tile area, giving 80% of it back to the building and leaching it away from the units themselves. Only lasts a short time, three seconds at level one, but the DPS per unti would be about 10, so the more units it hits at once, the better it works.
    Upgrades: 5 levels, with 1-5 only adding a second of time, with level 5 giving an additional tile for a total of circular four.
    3. Knockback Field - Generates a three tile force-field of sorts that shove all units, flying and other wise, 4 tiles away from the area of effect. (a dragon starts attacking a building in air at range while at the same time a barbarian starts hitting the same building. Both units are pushed a total of 7 tiles away from the building and experience a 1-2 second lag time where they don't attack.)
    Upgrades: 5 levels, with 1-5 increasing damage done to all units affected by a small margin, with level 5 giving a 3-5 second lag time for affected units depending on spell level verse unit level.
    4. Mirror Field - Only affected by ranged attacks, any and all ranged attacks (after the initial) are deflected back towards the enemy that shot it. It takes a full two seconds to power up and activate though, so if a large enough group of archers or dragons can provide enough DPS within that two second timer to destroy the building, then it's destroyed and the spell does nothing. If the spell is activated, the returned shots do full damage either to the ranged attacker OR to a melee unit attacking the building. (barbarians and archers both begin attacking a building, the mirror field activates and that arrows begin to hit the barbarians. If the barbarians are killed before the field wears off, the ranged attacks then begin to attack the archers.)
    Upgrades: 5 levels, with 1-5 increasing by .5 seconds the amount of time the field is active and level 5 decreasing the two second activation delay to 1 second.
    5. Chain Lightning - the first attack done to a building activates a single charge of chain lightning, dealing damage to all units the lighting chains to (on a diminished value for each transfer) and stopping each unit hit for 1 second.
    Upgrades: 5 levels, 1-5 giving an additional unit(s) to be added to the chain and a slight damage increase. Level 5 also increase the lag time for affected units from 1 second to 2 seconds.

    Feedback is appreciated.

  2. #2
    Junior Member Tronixton's Avatar
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    not quite a bad idea, but some of those sound pretty OP. I am kinda on the fence here.
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    Quote Originally Posted by Tronixton View Post
    not quite a bad idea, but some of those sound pretty OP. I am kinda on the fence here.
    Keep in mind, the numbers are mostly for understanding purposes. The trigonometry involved in the mathematical attack/defense mechanics are able to be more exacting. I like round numbers lol

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    Junior Member Tronixton's Avatar
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    Quote Originally Posted by Silverlin3 View Post
    Keep in mind, the numbers are mostly for understanding purposes. The trigonometry involved in the mathematical attack/defense mechanics are able to be more exacting. I like round numbers lol
    ok. sorry, that actually tends to be the norm. the main counterpoint is the difficulty of attacking.
    (wait, wouldn't it make sense to make these as new traps?)
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  5. #5
    Forum Veteran iceageg's Avatar
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    Some original thinking and you took the time to add details. They need some balancing but not bad ideas all in all. Two problems/questions. Neither of which is a deal breaker.

    1) The existing mechanic of the game has spells dropped by the user to optimize time. If you are being attacked you are not online to drop them so these might be better options as traps than spells.
    2) Three new traps would add far to many traps to a single village. Do you propose having fewer of another trap to make room for one or more of these?

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    Quote Originally Posted by iceageg View Post
    Some original thinking and you took the time to add details. They need some balancing but not bad ideas all in all. Two problems/questions. Neither of which is a deal breaker.

    1) The existing mechanic of the game has spells dropped by the user to optimize time. If you are being attacked you are not online to drop them so these might be better options as traps than spells.
    2) Three new traps would add far to many traps to a single village. Do you propose having fewer of another trap to make room for one or more of these?
    1. These are spells that you create in the spell factory and attach to a building like a trap. Not only are they (in my mind) designed to be expensive, but I was thinking you could only have 1 of these per every 5 Town Hall levels, so really you're only gonna get 2 at a time.
    2. The price point and some fine-tuning on availability and effectiveness are the balancing factor. With my process, it appeared to only add three-6 seconds of live time, but when applied correctly could turn the battle significantly. Also, these traps would apply to ALL units in the area, including those dropped by clan castle flags and the barb king/archer queen respectively.

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