The regular mines have plenty of upgraded levels but the mystic mines have none. Obvious upgrades would be increased stun time but if that seems to strong an alternative could be self reloading after x amount of time to get the next group passing over... Perhaps each upgrade would add an extra reload with each one progressivly lower stun time so as not to give too strong of an advantage.
I'd like to upgrade it to have multiple charges (one charge can fire per battle) as well, like how flame gates and PH can last for multiple battles before they're spent. Thats the most obvious upgrade that wouldn't really break gameplay too much, each upgrade adds one charge or something. Increasing stun time would probably be too much, since 6 seconds is already a lot. It would also be neat if instead it gained something like a lingering spray, where when it went off it kept spraying like a flame gate until it ran out of fuel, and anyone near by would be slowed by say 50%, in addition to the initial stun. Then even if someones outside the blast range, if they walk through it, they get slowed a bit until they walk away from it.
I would have to agree with Skye. 6 seconds is already a lot for the mines. What would be even better is boosting the Mystic Mortar from 2.8 sec to at least 3.5 or 3.8 sec. TiGeR
Just a quick note about MM stun times: MM fires every 6 seconds. So if you get lucky with the delay between them firing, with 3, you can currently keep a group perpetually stunned. If it goes above 3 seconds, 2 can perpetually stun a group, and that offset between them gets easier and easier to hit with each .1 second above 3. Its not likely to happen, and troops can sneak past the blast zone while other troops are stunned (or divert it), but it is something that really needs to be considered. A good layout can stunlock a group.
there was my alternative idea as well where the MM auto reloading itself after a cooldown and is ready to stun again but not at full power. The regular mines are at level 4 so if the MMs get upgraded to level 4 as well it would be like: Level 1: 6 seconds - finished Level 2: 6 seconds, 10 second cooldown, 1 second - finished Level 3: 6 seconds, 10 second cooldown, 2 seconds, 10 second cooldown, 1 second - finished Level 4: 6 seconds, 10 second cooldown, 3 seconds, 10 second cooldown, 2 second, 10 second cooldown, 1 second - finished
So if it rearms it would make jugs run back to it this would make them jug traps since as soon as they walk away they would have to run back. I prefer the idea of them creating a tar pit or something after they blow. Which reduces movement speed
How about a selectable radius, similar to the PH defense? Larger radius has an weaker AoE, and the smaller increases potency.
Or different zones where the center is 6s and each level increases the radius with outer zones progressively weaker.
Guys I like all of your ideas and since the new update the MM got an upgrade and now the stun time is 12 seconds.
I like that the MM have been upgraded (along with the observatory) but I am surprised the time was increased from 6sec to 12. I thought 12 might have been a little too far but oh well I am happy it is upgraded.