1. First step, make wind spells independently aimable from caster position. Before you could see a mage lining up a shot and take measures against it, now that's impossible and you have to dodge wind spells on reaction alone when that Burning Head or Pendulum comes out. Very bad. Was also not coupled with making those spells any more expensive
2.Second step, remove minimum cast distance. Before mages that were caught in melee were hampered in reacting to it with magic. Now they can just call an AoE spell down on themselves and get out of such situations easily and cheaply as SE's take barely any AoE damage. Very bad. Was also not coupled with making those spells any more expensive
3.Third step, have spells affect any unit that has pixels covered by the spell's AoE instead of requiring the unit's center to be inside. That makes spells an even greater crowd control and zoning tool, a buff they didn't need at all. Absolutely TERRIBLE! Most probably also not accompanied by any price increases
CA, may I ask what your idea is behind making magic more and more effective, removing most ways to counter it and leaving it severely undercosted at the same time? All of those measures did not improve the game, they instead encouraged degenerate tactics and removed a good chunk of variety. And of course, since the AI's usage of magic is completely crippled (deliberately at this point I presume), it's just a massive powerboost for no one but the player, as if the game isn't already balanced way too much towards the them anyway.
Is it possible to make magic interesting again for a change?