Btw, I like your volcano mage idea. That must have ataken a lot of time. Very well written too.
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I understand about the distracting aspect but if someone only attacks with drags, or holds their ground troops, including their King, until the end of the attack, the witches cannot distract the drags. Witches only spawn skeletons when there are ground troops present. If all ground troops are either killed by the skeletons or no ground troops are deployed, the witches are pretty useless (once their skeletons are destroyed). I guess if they 1) spawned ground skeletons regardless of ground troops (maybe make the skeletons run away so drags follow them slightly) or 2) spawned air skeletons, it would distract drags. Currently the skeleton traps when set to air, are only really distractions to drags even though they attack (they don't do much damage). Skeleton traps when set to air, are only truly offensive against balloons as balloons cannot attack other air units. Was thinking this option could be similar for witches.
I think if you had a toggle before donating or using, it might be ok. So long as she's not making both air and ground summons. She stays on the ground though. I haven't though about how the dynamic of it would affect offensive air attacks, but if there was an exploit where using AirWitchLoons or something became OP from it, I'd say no just due to the problem of rebalancing.
I bolded the key point to focus on there, haha. How many terrible/lazy dragon raiders do you come across in wars? They make up probably 80-85% of the dragon raiders at least. And for all those bad raiders, witches do a fantastic job of throwing a wrench in a dragon raids' potential for 3, sometimes even 2 stars. I don't think there needs to be a counter-measure for players who are smart or skilled enough to do it the right way, as you stated with leaving the bk for cleanup.