so... i recently watched a few replays of a user using ele well enough to take the lead and i watch as he loses two cycloids to a group of 5 wings.
The problem i see:
cycloids cant do shit vs wings even 3 cycloids fail to cripple a group of wings.
4 cycloids or more is ridiculous because at that point your ground force is almost nothing.
Cycloid tornado is ok as it is i really have no problem with this support spell aside from the fact that it has an odd hitbox that usually only allows super packed units to be hit almost similar to the marrowkai hell fist spell which i think vs wings isnt the greatest thing as they tend to spread out.
Health of cycloids is debatable as it helps the other player in some cases but in reality enables the other player to shoot a cycloid down without even thinking about it if not used in a hit and run fashion. which in this use disables the ele player from utilizing its melee. which tends to make it as useful as a v in most scenarios.
cycloids speed is perfectly fine.
cycloid shield is the thing i think should compensate for the deficit that cycloids have in game. i think it should reduce the damage taken from incoming projectiles a bit more than it currently does a flurry of 5 arrows shouldnt take a bar and some away whilst using the shield spell. either that or make the shield spell last a bit more as to be actually able to use its melee for more than a hit and a half at best. the second one may be bad though as it could make it so that cycloids can easily chase down archidons. if they simply increase the effectiveness of the shield or alter the hitbox of the tornado this would fix the problem the anti-air unit shouldnt have