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Sometimes, the game feels completely rigged against you, and after such matches, you really lose the desire to play (I remember a game where I rebuilt the Town Hall 6 times to get Teleportation).
Now, to the point:
1. The idea of making Teleportation, Double Speed, and also slowing down units with multi-elemental spells, similar to Magic Arrow, seems to me the most acceptable. This will save us from leveling up the same heroes. I'm sure we'll see more heroes being chosen in pubs. Overall, this will make the game more dynamic, and in the endgame, we will more often see a different set of magic schools among the heroes, which will make these battles more interesting (Now it's almost a given that the Orc has Earth expertise). The value of the Earth and Air elements will not decrease because of this.
2. By the way, they removed the Red Ball and the Cloak of Negation, but why didn't they fix the Amulet of Valor, or does no one consider it overpowered?
3. Regarding obtaining control. It could be done as follows: after each rebuild of the Town Hall, level 4 or 5, the chance of getting Teleportation or Double Speed increases in such a way that on the 3rd rebuild, it will drop 100%. Or, the player could have the option to order the desired spell once per game at any level, but for twice the cost. (or cheaper or more expensive, it's debatable).
As an option, you could give each player scrolls of control at the start, but this would only be great for special templates, like the mirror match, where either the starting heroes are still the same (so that they gain magic schools at the same level) or control is in all schools. In other templates besides the mirror match, this would create even more imbalance (the number of cities available in a shorter time, a treasure nearby, and it's revealed through scouting, objects near cities, etc., are all different for everyone. But, if we follow this logic, then why should we equalize the chances of control for players at all if they initially have everything different?).
4. Should we introduce some kind of penalties for Double Speed and Teleportation? Something tells me that this is not the right way. Maybe it would be better to make it so that each use of Double Speed or Teleportation reveals that area of the map to the enemy? How many cells, we need to think about, as an option: 5x5. Repeated use in the same area will add +1 to the scouting range. Perhaps, make it so that with each Teleportation or Double Speed, part of the units die, like with the Whirlpool in the sea (Maybe it's worth returning water artifacts and changing their purpose?).