Hey guys,I have a suggestion for a Dark Spell Factory that creates new dịch - Hey guys,I have a suggestion for a Dark Spell Factory that creates new Việt làm thế nào để nói

Hey guys,I have a suggestion for a

Hey guys,

I have a suggestion for a Dark Spell Factory that creates new spells. Reasons:

The current level 5 spell factory already costs several million elixir to upgrade, so more upgrades to add new spells will soon make all upgrades cost 8 million each (max storage) and will take more than a week to upgrade.
A dark spell factory will allow SuperCell to add more spells without adding level 12 storages / a fifth storage.
There's a dark barracks, so a dark spell factory would be a complement. Also, dark elixir needs more uses than just heroes, DE troops, and SAM.


Potential new spells (sorry if ideas have been suggested / in the sticky):

Fire Spell

ignites everything in a small ring & destroys all traps except SAM (traps exclude teslas)
2x damage to enemy ground CC troops / heroes & frozen buildings (see " http://forum.supercell.net/showthrea...ot-that-good-) " for more information) and 4x damage to frozen ground CC troops / enemy heroes (doesn't affect air troops)
3x damage to fully / almost fully wooden buildings (e.g. Builder's huts, barracks, dark barracks, revealed teslas, low level mines / collectors / Archer Towers, Air Defenses, level 1 walls, low level DE drills, Town Hall level 1-9, etc.) and 6x damage if frozen
1.5x damage to partially wooden buildings (e.g. low level storages, level 1-6 cannons, medium leveled archer towers, medium leveled gold mines / elixir collectors, laboratory, spell factory, etc.) and 3x if frozen
0.25x damage to your own troops and heroes (excludes flying units, PEKKAs, and Golems)
0.5x damage to stone / metal buildings (Wizard Towers, high leveled cannons / archer towers, mortars, X-Bows, walls, altars, CC, etc.) and 1x if frozen
no damage to Inferno Towers and Town Hall 10 and 0.25x if frozen


Shield Spell

absorbs all damage for troops and heroes inside for a short period of time (5 seconds?) but doesn't protect from instant kills (spring trap, SAM)
downside: troops / heroes can enter the shield but cannot exit, so if poorly placed, it can trap troops in a bunch and leave them vulnerable to splash damage once the spell ends
also shields enemy CC troops / heroes, so use wisely (doesn't shield enemy buildings)
still allows lightning spells, etc. to be used on the same area

Warp Spell

The warp spell quickly teleports a troop to their destination; imagine a troop walking 5x fast to where it wanted to go.
troops and heroes in the range of this spell are teleported to their target building / CC troop extremely quickly (one-fifth of the approximate time spent if walked / flew to target), but one at a time
can teleport troops over walls (only if target is behind walls)
only teleports troops as close as needed (e.g. teleports archer 3.5 blocks away from target and golem 1 block away from target)
enemy CC troops / heroes in the range are teleported 10 blocks away from their targets, extremely useful if a golem or other strong unit comes out of CC


Thanks for reading! Any and all feedback is appreciated! Please leave a comment!
0/5000
Từ: -
Sang: -
Kết quả (Việt) 1: [Sao chép]
Sao chép!
Hey guys,I have a suggestion for a Dark Spell Factory that creates new spells. Reasons:The current level 5 spell factory already costs several million elixir to upgrade, so more upgrades to add new spells will soon make all upgrades cost 8 million each (max storage) and will take more than a week to upgrade.A dark spell factory will allow SuperCell to add more spells without adding level 12 storages / a fifth storage.There's a dark barracks, so a dark spell factory would be a complement. Also, dark elixir needs more uses than just heroes, DE troops, and SAM.Potential new spells (sorry if ideas have been suggested / in the sticky):Fire Spellignites everything in a small ring & destroys all traps except SAM (traps exclude teslas)2x damage to enemy ground CC troops / heroes & frozen buildings (see " http://forum.supercell.net/showthrea...ot-that-good-) " for more information) and 4x damage to frozen ground CC troops / enemy heroes (doesn't affect air troops)3x damage to fully / almost fully wooden buildings (e.g. Builder's huts, barracks, dark barracks, revealed teslas, low level mines / collectors / Archer Towers, Air Defenses, level 1 walls, low level DE drills, Town Hall level 1-9, etc.) and 6x damage if frozen1.5x damage to partially wooden buildings (e.g. low level storages, level 1-6 cannons, medium leveled archer towers, medium leveled gold mines / elixir collectors, laboratory, spell factory, etc.) and 3x if frozen0.25x damage to your own troops and heroes (excludes flying units, PEKKAs, and Golems)0.5x damage to stone / metal buildings (Wizard Towers, high leveled cannons / archer towers, mortars, X-Bows, walls, altars, CC, etc.) and 1x if frozenno damage to Inferno Towers and Town Hall 10 and 0.25x if frozenShield Spellabsorbs all damage for troops and heroes inside for a short period of time (5 seconds?) but doesn't protect from instant kills (spring trap, SAM)downside: troops / heroes can enter the shield but cannot exit, so if poorly placed, it can trap troops in a bunch and leave them vulnerable to splash damage once the spell endsalso shields enemy CC troops / heroes, so use wisely (doesn't shield enemy buildings)still allows lightning spells, etc. to be used on the same areaWarp SpellThe warp spell quickly teleports a troop to their destination; imagine a troop walking 5x fast to where it wanted to go.troops and heroes in the range of this spell are teleported to their target building / CC troop extremely quickly (one-fifth of the approximate time spent if walked / flew to target), but one at a timecan teleport troops over walls (only if target is behind walls)only teleports troops as close as needed (e.g. teleports archer 3.5 blocks away from target and golem 1 block away from target)enemy CC troops / heroes in the range are teleported 10 blocks away from their targets, extremely useful if a golem or other strong unit comes out of CC

Thanks for reading! Any and all feedback is appreciated! Please leave a comment!
đang được dịch, vui lòng đợi..
 
Các ngôn ngữ khác
Hỗ trợ công cụ dịch thuật: Albania, Amharic, Anh, Armenia, Azerbaijan, Ba Lan, Ba Tư, Bantu, Basque, Belarus, Bengal, Bosnia, Bulgaria, Bồ Đào Nha, Catalan, Cebuano, Chichewa, Corsi, Creole (Haiti), Croatia, Do Thái, Estonia, Filipino, Frisia, Gael Scotland, Galicia, George, Gujarat, Hausa, Hawaii, Hindi, Hmong, Hungary, Hy Lạp, Hà Lan, Hà Lan (Nam Phi), Hàn, Iceland, Igbo, Ireland, Java, Kannada, Kazakh, Khmer, Kinyarwanda, Klingon, Kurd, Kyrgyz, Latinh, Latvia, Litva, Luxembourg, Lào, Macedonia, Malagasy, Malayalam, Malta, Maori, Marathi, Myanmar, Mã Lai, Mông Cổ, Na Uy, Nepal, Nga, Nhật, Odia (Oriya), Pashto, Pháp, Phát hiện ngôn ngữ, Phần Lan, Punjab, Quốc tế ngữ, Rumani, Samoa, Serbia, Sesotho, Shona, Sindhi, Sinhala, Slovak, Slovenia, Somali, Sunda, Swahili, Séc, Tajik, Tamil, Tatar, Telugu, Thái, Thổ Nhĩ Kỳ, Thụy Điển, Tiếng Indonesia, Tiếng Ý, Trung, Trung (Phồn thể), Turkmen, Tây Ban Nha, Ukraina, Urdu, Uyghur, Uzbek, Việt, Xứ Wales, Yiddish, Yoruba, Zulu, Đan Mạch, Đức, Ả Rập, dịch ngôn ngữ.

Copyright ©2024 I Love Translation. All reserved.

E-mail: