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Thread: Pick up spell

  1. #1
    Junior Member
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    Pick up spell

    New spell idea. "Pick up troops"

    droped your our troops in the wrong place.? Miss judged the power of the defences and things getting killed out of control with no chance?

    No problem.

    Drop this spell and pick them up again ready to deply in another location.
    Any troup who wanders in to that area gets picked up as well untill the spell effect has warn off.

    spell size is the standard ring size of the existing spells.

    Duration decreases as you up grade the spell. Because if a spell is down too long you can never clear that part of the base. Stacking 2 on top of each other doubles the duration of the spell.

    Troops are not healed by picking them up. Troops are still lost at the end of the battle the same as all other deployed troops Even if you have picked them up as the battle ends.

    Troops are unaware the spell Is there so will not run to it nor avoid it.

    Missiles - like arrows that fly into the area are also lost ( less sure about this idea. Might make it too much of a disadvantage to use.)

    Colour - black/ dark grey - like a hole in the ground.

    Level 1
    cost : 15k elixer
    affects : ground toops only. (Not heros)
    duration : 30 seconds.

    Level 2
    cost : 20k elixer
    affects : ground and air troops (not heros)
    duration : 15 seconds.

    Level 3
    cost : 25k elixer
    affects : all troops including heros.
    Duration : 3 seconds.

  2. #2
    Senior Member Fiery4Jayden's Avatar
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    Hmmmm....

    I'm not too sure about this idea... Would make TH9s and below too vulnerable to hogs, because as soon as a DGB is activated, you place the spell and boom! the trap is deactivated to no effect. Also, it would make attacking 2 starring any base really easy with a strong attack strategy. Attackers could core a base, then drop the spell and bring their troops outside the base, to get the extra 50%.

    I'm not sure I agree with this idea, but again, it's just an opinion!

  3. #3
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    Thanks.

    Quote Originally Posted by Fiery4Jayden View Post
    I'm not too sure about this idea... Would make TH9s and below too vulnerable to hogs, because as soon as a DGB is activated, you place the spell and boom! the trap is deactivated to no effect. Also, it would make attacking 2 starring any base really easy with a strong attack strategy. Attackers could core a base, then drop the spell and bring their troops outside the base, to get the extra 50%.

    I'm not sure I agree with this idea, but again, it's just an opinion!
    Thank you for taking the time to reply. I had not thought about hogs and bombs that is a valid point. But maybe we need something to counter the bombs any way ? You would have to be quick to deploy. But also that would be what the spell is needed for. Troups going the wrong way - you get a second chance. Also to get over the problem of pekkas being stoopid and wandering off.

    think about balloons. - AD is taking them out so you pick up- only to realise the slow ballons have to fly all the way back in again. Some time it will help. Some times not.

    Many of of my clan mates are 'panick' attackers. Droping all troups in a rush at the beginning. This spell will help them with a mini 'do over. ' Help them to learning pacing. But ultimately if your troups are too weak or go back to the wrong place you won't win.

    And have you never pressed the wrong button and deployed the wrong troup ?

    perhaps the picked up troups should have to wait for the spell to end before they can be deployed again. Big risk of running out of time and loosing.

  4. #4
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    Resets traps.

    Quote Originally Posted by Fiery4Jayden View Post
    I'm not too sure about this idea... Would make TH9s and below too vulnerable to hogs, because as soon as a DGB is activated, you place the spell and boom! the trap is deactivated to no effect. Also, it would make attacking 2 starring any base really easy with a strong attack strategy. Attackers could core a base, then drop the spell and bring their troops outside the base, to get the extra 50%.

    I'm not sure I agree with this idea, but again, it's just an opinion!
    So the solution would be that the pick up spell resets traps in its influence area. - ok you know where they are now but you have to deal with them again. So could be used as a reveal spell that Loads of people have been requesting in other forum threads.
    Last edited by Onkelj0akim; March 24th, 2015 at 08:39 AM. Reason: Correcting the auto correct spelling mistakes.

  5. #5
    Senior Member
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    I don't hate the idea. Of course when new spells come out I immediately think it will be overpowered, but that can be fixed with some tweaking. One possible problem (or OP use) I could see is that most people simply rage and heal their troops to the middle of the map, once the middle (and generally best defense) is taken out, poof, troops taken back (I'm assuming at the health they were at) and can now be put back on the outside close to the remaining most dangerous defenses.

    I do like the idea and am not against it though. I would love to use it with drags, heal and rage to two air defenses, poof, pick them up and drop them on the other side to rage and heal to the other two air defenses.
    The Bloody Nine - New Clan combined from GannoCats & Rainbow Sailors due to the new OptIn/OptOut update

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