Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
[QUOTE=AnthonyVince;5051449]Well, sorry you don't like itThis spell, as well as every other spell, is only to give another power to use on offense which can easily be balanced out by a couple new defense levels.
That's the only problem, we don't necessarily have any room for new defenses, and what defense will be able to combat a spell? :/ This spell won't unlock new strategies in my eyes, it will instead make it easier to annihilate the base by targeting less buildings, which doesn't make any sense.
In the description, you state all the buildings are on fire while in the Spell radius, and that troops will need to destroy only ONE structure out of however many there are in the radius to destroy all other structures. The name doesn't necessarily match the spells' ability, and it's just too powerful. Hope ya understand. Sorry.
Last edited by jaronhudson15; July 22nd, 2015 at 10:31 PM.
The point of the game is to add things that will change the game. Attacking is always supposed to have a small upper hand over defending, and this fits it perfectly.
Your point that we have no room for new defenses is invalid. A) Yes we do, in the past two updates they have released three new buildings: Two air sweepers and a Dark Spell Factory, both which fit into the base just fine, not to mention that in an upcoming update SC could increase the board size. And B) I'm not suggesting a new defense. I'm suggesting a new defense level, something that could take down the troops before too many can take advantage.
Of course it will make it easier to annihilate the base! Not completely 3-star, but maybe a more secure 2-star. The ONLY two troops which could take down another building on its own without directly attacking it is the Balloon and the P.E.K.K.A, due to their high damage at max level. And, only with a max level Inferno Spell, they would only be able to indirectly insta-kill a Builder's Hut or Army Camp.
The point of this spell is to soften up surrounding buildings, to make it easier for cleaning up. If you think about it, defenses are still super powerful at Town Hall 10, which is when this spell is unlocked. And when combating the most power defense, the Inferno, you would most likely use the Freeze Spell. Almost everybody uses two of those for both Infernos, plus 2 Rages. This only leaves space for one Inferno in high-level gameplay, or exchanging one of the other two powerful spells for an Inferno, making it more strategic and/or challenging either way.
Another point of the spell is a risk/reward. It's a risk using the Inferno correctly to take advantage of as many structures as possible, but since they take up 2 Housing Space, you could only use 5 at most.
Actually, the spell description seems clearer to me now. What did you not understand? It sets all buildings in the radius on fire. When one building on fire takes damage, all other burning buildings take some damage too. What do you find hard to understand? Because I'll be happy to change it if you explain what doesn't make sense
I will also soon be adding Smasher's Knight and Drought Spell to the list of strategies as well as my Volcano Mage. And, for future reference, a Drought Spell could be able to amplify the Inferno Spell's effects although I'm not entirely sure yet. I would like to, but I must combat it in a non-OP way.
More to come soon, guys![]()
Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
Hey Anthony I'd like to say that this was a nice thread and it was really well thought out, it's just this spell can't be implemented into the game. Here's why (Story Time!):
The mighty Gallydon finds his nemesis base while trophy pushing. It is a 59 trophy offer! Luckily, the Mighty Gallydon has an Inferno Spell cooked up. He begins his raid and everything goes perfect. His golems don't go around and provide support in the center. Wizards don't go into a big bomb. King goes into the center. Queen targets the town hall (that's how you know this is made upGallydon drops his Inferno Spell and pops both hero abilities at the same time and BOOM! The entire center enclosure is destroyed (well technically severely damaged, but it can be 1-shotted by anything in his army comp) The mighty Gallydon now has his heroes up, a few golems, bunch of wizards, a pekka, and some witches. This raid is looking like a 3* now!
See why this couldn't work? It's just too OP. Beside we already have 2 spells that damage structures so why do we need a third? Ik yours is unique but it's too OP and it would need serious rework if it were implemented. Anyway, good thread and hope you liked my story!
Last edited by FreedomCompany; July 23rd, 2015 at 04:14 AM.
Thanks Sempre for making this amazing sig!Th9 Lvl 103
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Thank you for your feedback! Your response inspired me to greatly decrease the power of the Inferno Spell. Now, at maximum level the percentage of damage cost has been reduced from 70% all the way to 40%! I have also made things more clear.
I hope if you reread the thread, especially the trivia section, you'll understand that this spell may not be as overpowering as you think. I saw you voted that you didn't like it, but I still think I can make you like this spell idea in the end![]()
Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
The part that sounds crazy to me Vince, is the fact that "HITTING ONE BUILDING IN THE RADIUS WILL DEAL THE SAME PERCENTAGE OF DAMAGE TO EVERY OTHER BUILDINGS IN THE RADIUS." That's what I was trying to explain
It's OP. I suggest having this spell serve the same purpose like your VM, but not destroy EVERYTHING in the radius by hitting one building... -.-
I think this spell should just weak buildings like your Volcano Mage does. Volcano Mage will damage and weaken a structure, and make all units take that structure down quicker.
This spell could do the same thing. Weaken all structures in the area so troops can take them down quicker.
What you want, is to have one building to be taken down in the Spell radius to destroy all others in the radius. That is OP, and I believe that feature alone is just crazy.
Last edited by jaronhudson15; July 23rd, 2015 at 07:52 PM.
No, I don't think you understood the spell. This spell does not take down buildings, unless they are weak like an Army Camp or Builder's Hut! It weakens them, just like you said. If you read the description, it explains that when one building takes damage, all other buildings in the radius take some damage as well. And this goes from 10%, 20%, 30%, 40%, 50%.
It does not take one building to destroy all other buildings in the radius! It is intended to soften up the surrounding structures!
Some major changes have been made to the thread!
✔ [Minor] The introduction has been slightly reworded
✔ [Minor] Defending and attacking strategies edited
✔ [Minor] Trivia and FAQs updated
✔ [Notable] Brand new artwork from Clannis, the guy who also did the artwork for my Volcano Mage
✔ [Notable] Radius of spell increased to 4.5 tiles (same as Earthquake)
✔ [Notable] Description of spell updated, it is now much easier to understand
✔ [Major] The Inferno Spell no longer negates any spells' effects
✔ [Major] The Inferno Spell no longer affects heroes, defending Clan Castle units, or Skeleton Traps in addition to walls
✔ [Major] % of damage cast to surrounding buildings greatly decreased across all levels (20% less at each level)
✔ [Major] Duration of spell greatly decreased (4 seconds less at each level)
✔ [Major] Spell price adjusted; cheaper at levels 1 and 2
Thanks for supporting! I'd still love to hear your feedback![]()
Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
So, is this spell more like your Volcano Mage troop with the same weakening effect? Or can it do basically more than that?