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!
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