Posts: 10,463
Threads: 394
Joined: Aug 2015
It's not just the buffing, more like what you say "but it's not worth using this on normal units anyway". Not with a save roll anyway, but if it's 100% then it's not so bad. You either get halved attack, or halved defense, both of which are still worse than shatter, or 0 resistance which allows using shatter next turn. So it's specifically only useful in the early game where shatter has a too low chance to work, or against buffed normal units. (If that helps, raising cost to 12 might make it more fair.)
The only downside I see to this change is it makes Weakness look bad although...weakness is at least guaranteed to be -3 attack which on proper targets is about as good as shatter for less MP. This on the other hand mind do armor or resistance which are not that great.
The primary reason is we agreed Chaos is the bottom realm so anything that makes their weak spells pack more punch can help (since Chaos is definitely about raw power, not countering specific things).
On the other hand Chaos is actually one of the very few things where life buffed units actually work, so idk. Nagas and Ghouls eat them alive due to poison, and Phantoms ignore armor, so sorcery and death already counter them. Nature has spiders which...also counter them. So for super early life buffing, chaos is actually one of the two good targets.
Maybe best to leave this as is.