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Thread: Chaos Spells - Use them if you dare!

  1. #1
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    Chaos Spells - Use them if you dare!

    Chaos spells (or Dark spells) would be enhanced versions of the Lightning, Rage, Heal, Jump, and Freeze spells and would cost dark elixir to make. Here's the catch:

    1. Chaos Lightning Spell - 150% damage of regular lightning spell, but has a 30% chance to DAMAGE YOUR TROOPS instead of damage the building/whatever you placed your spell on. If this reverse effect is activated, the lightning would automatically attack the nearest troops in your army (if any are on the battlefield). When upgraded, this spell would have a lower % chance of reverse effect and may have increased damage. When you use a Chaos Lightning Spell and its reverse effect is activated, the lightning will appear to be purple so you know what has happened. (NOTE: Chaos Lightning Spells, due to their dark elixir chemical makeup, do not affect Dark Elixir storages!)

    2. Chaos Rage Spell - 150% stat increase of elixir rage spell, except has a 30% chance to WEAKEN instead of boost your army. Upgrading would be similar to the Chaos Lightning Spell, and the color of the Chaos Rage Spell (with its reverse effect activated) would be a red instead of pinkish purple (like the elixir rage spell). Weakened troops would change color and have less damage (same amount of health) and speed while inside the ring.

    3. Chaos Heal Spell - Same thing except it would have a 30% chance to POISON instead of heal your army. The color of the spell when its reverse effect has been activated could be dark blue, and poisoned troops would change color and lose a % heal/second.

    4. Chaos Jump Spell - Larger radius and longer duration than elixir jump spell, but has 25% chance to DEFLECT TROOPS FROM THE WALLS THE SPELL TOUCHES. In other words, if the reverse effect of a chaos jump spell is activated on a group of walls, your army will be repelled from the wall (they would try to go around it). This could ruin a raid very easily, so balancing and tweaking is probably necessary. Then again, Chaos Spells are a game of risk! The color of the reverse effect could be a dark purple (like an Archer Queen's hair).

    5. Chaos Freeze Spell - Same stuff as rage, heal, and lightning, except it has a 40% chance to FREEZE YOUR OWN TROOPS instead. Like the Chaos Lightning Spell, the freeze spell would automatically target the nearest troops in your army if the reverse effect of the spell is activated. The color of the reverse effect could be white or dark blue.

    I understand plenty of balancing and tweaking would be necessary, but I feel with these features added it would add risk to the strategy involved in Clash of Clans. Tell me what you think!
    Last edited by BattleGodX; March 7th, 2015 at 11:50 PM. Reason: Make reverse effects more applicable.

  2. #2
    Senior Member AtHayEast's Avatar
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    The game would be chaotic if ever, man.


    Last edited by AtHayEast; March 7th, 2015 at 02:47 AM.
    The Atheist

  3. #3
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    Op but good idea

    I'd be leaning more towards adding it as a clan perk for future clan lvls if they add them and the benifits should only be in wars.. Just small boosts to the power of the spell..
    E.g earn a +5/10% boost in rage, lightning, heal and +1.5seconds to jump and freeze

  4. #4
    Forum Elder Jomarx3me's Avatar
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    chance?

    the concept of having a "Chaotic" spell is good (stronger with downsides)
    but downsides that are attributed by chance, is not good (can't think of a better word )

    I don't think risk matches CoC's theme
    maxed out TH9, minus the heroes
    kinda quit, Lurker mode: on

  5. #5
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    yeah I understand :P it would be cool though thanks for the feedback!

  6. #6
    Fresh Spawn
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    Quote Originally Posted by BattleGodX View Post
    Chaos spells (or Dark spells) would be enhanced versions of the Lightning, Rage, Heal, Jump, and Freeze spells and would cost dark elixir to make. Here's the catch:

    1. Chaos Lightning Spell - 150% damage of regular lightning spell, but has a 40% chance to DAMAGE YOUR TROOPS instead of the building/whatever you placed your spell on. When upgraded, this spell would have a lower % chance of reverse effect and may have increased damage. When you use a Chaos Lightning Spell and its reverse effect is activated, the lightning will appear to be purple so you know what has happened.

    2. Chaos Rage Spell - 150% stat increase of elixir rage spell, except has a 40% chance to RAGE THE DEFENSES/HEROES/CC TROOPS, ETC instead of your army. Upgrading would be similar to the Chaos Lightning Spell, and the color of the Chaos Rage Spell (with its reverse effect activated) would be a red instead of pinkish purple (like the elixir rage spell).

    3. Chaos Heal Spell - Same thing except it would have a 40% chance to HEAL THE DEFENSES/HEROES/CC TROOPS, ETC instead of your army. The color of the spell when its reverse effect has been activated could be blue.

    4. Chaos Jump Spell - Larger radius and longer duration than elixir jump spell, but has 25% chance to DEFLECT TROOPS FROM THE WALLS THE SPELL TOUCHES. In other words, if the reverse effect of a chaos jump spell is activated on a group of walls, your army will be repelled from the wall (they would try to go around it). This could ruin a raid very easily, so balancing and tweaking is probably necessary. Then again, Chaos Spells are a game of risk! The color of the reverse effect could be a dark purple (like an Archer Queen's hair).

    5. Chaos Freeze Spell - Same stuff as rage, heal, and lightning, except it has a 40% chance to FREEZE YOUR OWN TROOPS instead. The color of the reverse effect could be white or dark blue.

    I understand plenty of balancing and tweaking would be necessary, but I feel with these features added it would add risk to the strategy involved in Clash of Clans. Tell me what you think!

    I like it it but the spells are too powerful

  7. #7
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    yeah I understand :P it would be cool though thanks for the feedback!

  8. #8
    Centennial Club JerrytheScary's Avatar
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    intresting but VERY situational, for example the chaos lighting and DE storage :\ imo the jump spell is the least situational, but the heal and rage are VERYYY situational, as what if there are no enemy troops/ hereos? and lasrtly why would a lightning spell be deployed near troops anyways, its a very inaffective way to kill cc troops

  9. #9
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    Edited.

    Quote Originally Posted by JerrytheScary View Post
    intresting but VERY situational, for example the chaos lighting and DE storage :\ imo the jump spell is the least situational, but the heal and rage are VERYYY situational, as what if there are no enemy troops/ hereos? and lasrtly why would a lightning spell be deployed near troops anyways, its a very inaffective way to kill cc troops
    Thanks for the feedback, I edited the reverse effects and some aspects of the Chaos spells to make them more relevant and damaging to your own army.

  10. #10
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    I don't like this.

    Clash shouldn't be a game of hoping the RNG does what you want; it should be a game of deploying troops and spells correctly. The opposite effect of a chaos spell would be to ruin the raid.

    Now I know what you are going to say: if you feel that way, don't use the spells. But because the positive effects of the spell are clearly greater than regular spells, and could save the raid, players will be compelled to use them, but a player's spell may fail and a player may need to clean up even if the attack was executed perfectly.
    X7

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