Great idea and thread per usual.
One silly suggestion though... can we call it "the ultimate comeback" because it burns stuff...
Also I didn't read through all the comments, but I can see this as having potential as a dark spell.
Great idea and thread per usual.
One silly suggestion though... can we call it "the ultimate comeback" because it burns stuff...
Also I didn't read through all the comments, but I can see this as having potential as a dark spell.
Last edited by FlyAutumn; August 11th, 2015 at 07:42 PM.
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My Slider Bar on Attack Replays Idea
Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
A Building idea to counter the Inferno Spell would be a Building that puts out Fires: maybe a building with a Giant Hose on it and it would have the targeting of an Inferno Tower, has choose it to spray one building but put it out faster or to put out multiple buildings at the same time but slower please leave your ideas
Last edited by jaronhudson15; August 12th, 2015 at 05:22 PM.
I don't really think that a defense countering a specific spell is a good idea. In my opinion, I just think it could be balanced out by one or two new defensive levels as there should not be any direct counter to a spell. (Except for Inferno Tower/Heal Spells)
P.S. I have made some vital changes to the thread including making the description a lot easier to understand, adding trivia, and adjusting the damage % and radius/duration of the spell. I think you'll notice a big difference and improvement.
I didn't want to double post but still let everybody know of these changes, so I cut my most recent comment, pasted it here, and added all the information you see above. I won't be double posting but you'll still be able to see all of the changes made![]()
Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
Do 2 of them stack?
Honestly one of the coolest spell ideas that I've seen on here, I think this would be the perfect way to fit in a fire spell into clash.
My only suggestion though would be to make it do a tiny amount of damage every second, which alone isn't going to bring any buildings down but will support the damage dealt by the troops and give them a slightly better chance of destroying everything in the spells radius even if they all got killed off
I'd suggest lvl 1 equals 8 damage per second (total 64), lvl 2 could do 10 (total 80), lvl 3 could do 12 (total 96), lvl 4 could do 15 (total 120). And lvl 5 could do 18 (total 144)
It would just give it the feel that things are actually burning down slowly imo
Last edited by Asmdus88; August 25th, 2015 at 07:01 PM.
No, in fact I even wrote this in the original posthere:
First: I would like to point out several differences. This is not a direct damage spell, this is a spell that only damages buildings based on the damage the troops or heroes cause to them. At times it could be more powerful, maybe even sometimes weaker (though unlikely).✔ Inferno Spells do not stack with each other, meaning that if you use two in the same place it will not increase damage cast with a max-level Inferno Spell to surrounding buildings from 50% to 100%.
This spell also has increased range with upgrades, meaning it can potentially affect many more buildings than a Lightning Spell, whereas the Lightning has a set radius.
This spell also, since its effects are based on attacking units, can do so much more when partnered with a Rage Spell, whereas the Lightning Spell will not gain any advantage from using an additional spell with it.
Finally, this spell also does not affect Skeleton Traps, defending Clan Castle troops, defending heroes, and walls.
Thank you so much!Two reasons why I don't want to add that though: That would turn it into a direct damage spell, however small, and I don't want that; and also that damage wouldn't make much of a difference. (If this were to be implemented, it would take two level 5 Inferno Spells, over a period of 16 seconds, to take down half of the health of a Builder's hut.) Implementing this is just not worth the extra time and the change in mechanics.
Originally Posted by PRODlGY
Originally Posted by Coloradokiwiboy
At level 1 the damage it does is pretty irrelevant, but by the 5th level a total of 144 damage IS in fact relevant, could make all the difference.
Let's say you dropped a rage spell in the center of a base followed by an inferno spell just as your 20 giants break through...... they take out most of the defenses in the center but get killed off due to the inferno towers..... HOWEVER since so much damage was spread out to the other buildings in the inferno spell's radius most of them are now almost dead.... And that small amount of extra damage from the slow burn could be just what finishes everything off.
imo that would be awesome
It maintains the primary role of the spell being about troop support, while also making it a direct damage spell as a kind of side effect.
Last edited by Asmdus88; August 25th, 2015 at 11:15 PM.