ST has a lot of cone abilities, Gale, Frigid and Ice Storm (AoE 4), which is why grouping up vs them is so bad.
As for the 35 nora ud spell - I don't think it is unfairly priced so much as UD simply don't use as many ranged units as ST does. I don't think it is really fair to conpare the two, side by side in terms of power level. It WAS unhealthy and op before, as frigid is now.
Splitting units isn't really an option for some themes, and slow moving themes suffer even more. Which is maybe why I find skeketon witches and meta better than zombies.
The themes that cannot afford splitting (examples being Elves/Archers, Fae, Leoss) usually have mitigation tools to counter the AoE damage. Zombies get the short end of the stick here I suppose but they need a bit of work in general.
Anyway, spacing out your units properly used to be a hallmark of a good player. And yea, some themes are weaker vs AE abilities than others. It's just the nature of the beast. I don't see why that's an issue. Not every theme has the exact same strengths and weaknesses as all other themes.
How about if siesm gave aoe dmg targeted on the nearest enemey relic? 10 dmg aoe 2 all units centered on relic. if this damages another relic, that relic releases the same burst kind of like shockwave, but smaller aoe and relics. Have good potential to still deal 20 dmg (in the form of 10 to a relic and 10 to the champ who probably just dropped it). It would hard counter things like barricade snowburst (which I rarely see anyways) and be really solid against a skeezick machinist or something. It cant snipe the distant relics, still a solid effect with one simple additional clause, and lowers efficiency
Idk maybe it is weak then. I definetly don't want more UD buffs if that's what you are asking. Maybe they don't use it because maddening echoes and superiority exist. "Don't step on the font" spells are hard to balance, since the game revolves around have two players on a font. Rather them all get rw.
That's actually kind of neat. At 10 DMG, I don't think it really hard counters barricades because they have 15 HP
It does change the nature of Seism quite a bit (particularly reducing its effectiveness against back of shrine type relics), but it's certainly an interesting direction with other tactical and strategic nuances.
I'd rather that just be a new ability since it's area of use is pretty different than just seism. also @DiCEM0nEY basically what ether said, they have ass tons of AOE damage. I don't remember which zombie, but 1 of them has weaken spells you should consider running that.
I just figured the first suggestion eliminate the global aspect of the ability and required positioning, if the opponent was worried about this sort of thing they could just place their relics outside fonts or shrine zones. I get what your saying about all the extra work though, and it makes sense the way you described it. Just lowering seism damage is the best bet I guess, but then we will still run into relics sitting behind shrines as a potential problem, but I guess changing those relics would still be easier than changing the whole ability.
Man, so many relics still have 21 HP, 25 HP or randomly have 1 DEF (why does the Iceguard Bracers when dropped have 1 DEF anyway?), or giving trees, why are they 1 DEF?
Hard counters encourage draw wins. Not that I agree seism is a hard counter to all relics and relic bgs