And it's not just them killing the cc variety (and making the only viable options far effective for the reasons I've repeated several times over, haha), but it was them increasing the building health across the board. That part was done to counteract barching for 50% up in high leagues, as could be seen with the additional increase in cost for barbs and archers. They did that b/c players could push high up in leagues with the fastest, cheapest army in the game, which rarely required spells (again, another time saver). This meant that players could push without needing to use gems to boost, as they didn't have to go offline and risk being attacked in between raids.
It was a blatant money-grab move, but b/c building health was increased (by about 11-12% overall, if I'm not mistaken), they had to offset how that would affect timing out 3-stars in war. What they did was introduce this stupid spell, which allowed you to bypass cc draw/lure/kills, saving you anywhere from 30-45 sec on your attack. In the developers' lazy, simplistic minds, they solved/balanced the problem caused by the financial move they wanted to make with regards to high league barching. What it actually did was remove the skill aspect of doing a troop- and time-efficient cc draw/lure/kill. Now better clans should have no problem with this, correct? They have already been able to 3-star TH9s consistently, the occasional TH10 as well. Well with the fact that they removed the cc kill aspect but also increased building health, it hurts them whenever they get a bad matchup. Worse than before too, b/c now they have to deal with an even bigger outlier in building health than if they got a bad matchup before this update. They can't overcome the bad matchup by being more skillful and 3-starring bases that the other team stick to 2-starring, b/c that cc luring aspect is no longer needed. So if the team that got the better end of the matchup is undeniably less skilled than their opponents, they still have a much easier time of winning.
Our win/loss record has changed dramatically since the introduction of this spell and the increase of building health, and every one of those losses/ties have been against clans that significantly outmatched us in clan strength up top.
Yes, more expensive... but not in the DE cost aspect. Make it cost 2 spell slots. There are so many great ideas being thrown around with how to make this spell effective, but not gamebreaking in the way it currently is (at lvl 1, mind you), but simply making it cost 2 spell slots would solve all problems, and it could be left as is.





