
Originally Posted by
JJ48
It sounds like SOMETHING needs to change (I like the sound of increasing the spell slot requirement to two), but the complaint about it killing CC variety should eventually sort itself out. Someone correct me if I'm wrong, but it seems the progression goes something like this:
1. CCs have tons of different troop types
2. Poison spell introduced. Everyone uses it to kill off weaker CCs.
3. CCs start only including high health troops.
This seems to be where we're at right now, but I think it'll continue with:
4. Due to high health CCs, many people dump Poison in favor of other spells. Others hold on to it just in case.
5. Due to fewer people using Poison, some people risk lower health CC units. Others stay high health just in case.
So ultimately, using high health or low health CC troops simply becomes a gamble. But isn't this the same as many other defenses in the game? We can set X-Bows and Skeleton Traps to target air, which reduces the defenses against ground, and vice versa. We can set Inferno Towers to single-target mode and be swarmed, or we can set it to multi-target mode and be tanked. So yes, Poison is currently limiting CC selection because it's the newest thing on the block and everyone wants to use it, but over time it'll balance out and settle down again.