
Originally Posted by
awesomness2016
Overall, I can't see this happening, but there are definitely a few issues with making the spells too overpowered:
Fly spell: Troops cannot be hit by ground defenses but the air defense cannot target them either? No, if they're going to start flying, the air defense would be able to target them.
Betrayal: If the opponent does not have cc troops, you get the spell back? I don't think so. It's easy enough to see if the cc comes out, and drop the spell on them. If there is no cc or you miss, it's your fault. you don't get it back.
Heat Wave: Is that decrease in damage temporary? Like it wouldn't take as much damage to destroy during the heat wave, but the buildings regain HP as they cool down? This would make it less op, though it would make more sense to make the freeze spell do this, but right now this is essentially 2 spells in 1, making it probably the most powerful spell on the list.
Invisibility: It's already an upgraded version of healing. They would only be invisible inside the ring.
Quake: 15% damage may be too much, but this is something that would have to be experimented with. 5-8% seems a more likely range at level 1 considering it does damage to everything on the base.
Here are a few alternative ideas:
Dark Mist: Forget the Heat Wave, and make this the Level 1 DE Spell factory. A mist of dark e descends, gumming up the defenses and causing them to gradually slow the rate at which they fire, and/or he damage they cause. Takes maybe 2-3 seconds for the full effect to be felt, then about 10 seconds at level 1 before dissipating. Yes, it's basically a weaker version of a freeze spell, but it could cover a larger area, and would be available at TH8, giving TH8's a better shot at going up against TH9 and 10.
Timeturning Spell: either add time to the clock, or rewind it so you can change how you deploy troops.
Reanimation: Bring troops back from the dead.