
Originally Posted by
jaronhudson15
You must understand that splash damage defenses, such as the mortar, have to reload?It has a low fire rate. A higher level heal spell will heal all your troops within the radius very quickly. You make this spell seem only for the weaker troops, and not for every troop. Tank units obviously won't need your spell, surprised ya didn't think of that.
Think about it; Ex: We have more groups of Barbs, Archers, Golems, Minions, etc. Let's say they're relatively close to each other, and are about to take damage from a few mortar hits. You place the spell down before the mortar shots hit your troops, all the troops take damage, but is devided equally amongst all the units, which is what you want. The units end up having less HP anyways, and can quickly get taken out by Single target defenses. Let's say we put a Heal spell down. It would heal all the troops obviously, and continue to keep em at full HP until the spell duration ends. Single target defenses would be delayed at taking down the troops because of the constant healing. I think this is better because the heal spell can basically serve a better purpose than yours. I'm simply comparing. Single target defenses would be able to take troops out quickly with your spell, because the spell mainly focuses on protecting from splash damage defenses.