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This is not a bug, this is how it is designed to work.
It is not possible to sum up similar buffs/effects. Prime Injector and Deadly Strike have a similar effect, meaning it won't sum up. In such situations, only the stronger effect will be working.
Same applies to poisoning towers/spells. There is no benefit in using Poison Cloud on enemies, who are already poisoned (with an only exception if Poison Cloud deals more damage).
What exactly is this stronger effect (dot)?
a) greater damage per second.
b) greater damage over time.
c) greater damage over remaining time.
I combined Magma with Frost and Magma did dominate. The enemies in the Magma area did speed up a little bit, because the slowing effect was lower.
Some effects may stack.
Off topic: If I look at most player decks from my mine opponents and account for my deck, late game spells are some rotation of:
- Meteor for stun
- Chain Lightning for stun OR Tornado for stun
- Curse
- Silence (situational)
- True Vision (situational)
- Fire Rain for damage (if no situational requirement)
- Thunderbolt for situational damage (clone totem)
I haven't tested this but is it very obvious that there is additional slow? That might be good for stages where there are no situational spells required. That combined with Frost Guard and the Freeze hero should be some insane slow.If not, these heroes would be useless, because their slow is to low.
The major benefit is that the Prime Injector works permantly, without a cool down or a charge limit.
But there can be some situations where you have to kill a totem in short time far away from your other towers. In such a case it still makes sense to use the spell.