New card idea: The Flare Spell

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SpeedyCyclone

It is a 4 elixir epic spell. It can be placed on any tile in the arena and lasts for 8 seconds.

Basically, any friendly troops in a 3.5 tile radius from all sides will be attracted to the tile where the spell was placed.

The troops will ignore enemy troops and buildings and will go to whatever target (troop or tower or building) is closest to the designated tile. Win conditions can ignore buildings and towers if they are within the spell circumference and they will then target the nearest building or tower to the tile that the spell was deployed.

Ber-ti689

So it's basically poison but way smaller and attracts all your troops to a certain target?

Ber-ti689

Very cool idea.

SpeedyCyclone
Ber-ti689 wrote:

So it's basically poison but way smaller and attracts all your troops to a certain target?

Yes! I was thinking to make the radius a bit bigger though. Do you like it? happy.png

SpeedyCyclone

I got the idea from Boom Beach, OG's will know.

Ber-ti689

Seems cool! I think it's very cool, but I think in the end it might just be a toxic spell that people only use on the tower.

So mini pekkas ebarbs and stuff would beeline straight for the tower at the certain radius

aLOGYCAL

Sounds very cool, but I feel like it would need some heavy balancing lol. It's gonna be hard to actually get it in the game considering how complex and OP it could be

yuxuanyang

I think it's going to be pretty bad if it's actually 4 elixir

serverbusyc

it seems cool but the name might need some work lol

Ber-ti689

Yeah

I can already see the potential of Ebarbs Rage Flare Spell

SpeedyCyclone
yuxuanyang wrote:

I think it's going to be pretty bad if it's actually 4 elixir

How about 3 elixir? and or a big radius? Like 4 tiles on all sides? imagine win conditions by-passing buildings and troops avoiding kytes and swarms. (i think that's how to spell kyte lol).

yuxuanyang

I'm not sure, I like the idea a lot but I really don't know how to balance it

SpeedyCyclone

It isn't as OP as you think...

Spells work really well against the card cause if all friendly troops in the area go to a specific point then you can fireball them for example. If you know your opponent has a good amount of elixir and has the spell in cycle then you want to save up because the spell is really strong against current troops in the arena but if you see someone go in with an attack and the spell then you can get your spell ready and buildings/troops ready to place on the tile/area where the spell is.

SpeedyCyclone
yuxuanyang wrote:

I'm not sure, I like the idea a lot but I really don't know how to balance it

Do you think it is too good or quite weak?

yuxuanyang
SpeedyCyclone wrote:
yuxuanyang wrote:

I'm not sure, I like the idea a lot but I really don't know how to balance it

Do you think it is too good or quite weak?

I think if it's 4 it'll be quite weak

but if it's 3 it might be broken

SpeedyCyclone

So I think it is safer to go for 3 elixir and then reduce the duration or radius. That way is will be close to its competitor Tornado.

Also it is quite balanced https://www.chess.com/clubs/forum/view/new-card-idea-the-flare-spell?page=1&newCommentCount=1#comment-71149505 

Ber-ti689

If you can place troops in the "flared" troops way then I think it would be balanced.

If it can make ebarbs ignore troops once it's in range it's hard to so hard to defend.

Ber-ti689

nvm

SpeedyCyclone

Unless we rework it completely. It is now a splash spell. It has a very small radius (like zap) and basically all buildings, troops or buildings in the area will be turned another bright color meaning that they are flared. Now any troops or win conditions will ignore everything for 4-6 seconds and only target those targets one at a time. 

Ber-ti689

Yeah

it's hard to balance