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Thread: Super Spells That Effects The Whole Map

  1. #1
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    Super Spells That Effects The Whole Map

    I think it would be interesting having special spells that effects the whole map. These spells require 4x the amount of spell slots and the effects are exactly the same except it effects the whole map. Perhaps we would a new building could be made that enables us to create these spells and possible new spells with unique combination.
    Last edited by rsking; December 7th, 2015 at 11:07 PM.

  2. #2
    Forum Hero Manyolo's Avatar
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    This would be OP. Imagine a freeze spell that affects the whole map...

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    Quote Originally Posted by Manyolo View Post
    This would be OP. Imagine a freeze spell that affects the whole map...
    8 spells slots for a giant freeze spell that lasts 4-8 seconds.

    OP ?
    Last edited by rsking; December 7th, 2015 at 11:09 PM.

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    Quote Originally Posted by rsking View Post
    8 spells slots for a giant freeze spell that lasts 4-8 seconds.

    OP ?
    Freeze spell was just an example, what about jump spell, wont this make walls useless? I was trying to tell you that the exaggeration of the spells that affect the whole map is not what we need in the game.

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    Quote Originally Posted by Manyolo View Post
    Freeze spell was just an example, what about jump spell, wont this make walls useless? I was trying to tell you that the exaggeration of the spells that affect the whole map is not what we need in the game.
    i would prefer using 2 jump spells with more organisation that a whole map that would disorganise my troops that would take up 4 jump spells.
    Last edited by Zclash; December 7th, 2015 at 11:35 PM.


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    Quote Originally Posted by Zclash View Post
    it would for 20-60 seconds. still dont see how its OP
    So making every single wall of a village useless allowing any ground troop army parade in the base isnt OP?

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    Quote Originally Posted by Zclash View Post
    i would prefer using 2 jump spells with more organisation that a whole map that would disorganise my troops that would take up 4 jump spells.
    It wouldn't necessarily disorganize them, it'd just give them more freedom and ability to rack up more percentage.

    Also, a heal spell that covers the whole map, with the grand warden, and room for more? That's a problem.


  8. #8
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    Quote Originally Posted by Zclash View Post
    i would prefer using 2 jump spells with more organisation that a whole map that would disorganise my troops that would take up 4 jump spells.
    Wont disorganize the troops, they will act like there are no walls there and as a defender there isnt any way to repel this. Thats not the road SC is following right now.

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    i dont see the point of this spell and i dont think its OP like some make it.

    If i had 4 jump spells i can pretty much cover all the main areas and even organise it better (attack defence 1st)
    If i had 4 healing spells i can pretty much heal all the main areas and even organise it better
    ^ applies to all spells
    Last edited by Zclash; December 7th, 2015 at 11:44 PM.


  10. #10
    Forum Hero Manyolo's Avatar
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    Quote Originally Posted by Zclash View Post
    i dont see the point of this spell and i dont think its OP like some make it.

    If i had 4 jump spells i can pretty much cover all the main areas and even organise it better (attack defence 1st)
    If i had 4 healing spells i can pretty much heal all the main areas and even organise it better
    ^ applies to all spells
    Based on what youve said now, the proposed spells are going to be less effective but worth more spell slots. Thats a good enough reason not to add them.

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