A long read, but a sincere one, plus it took me some time to put it together. 
I pulled Enchantress from the Titan Crystal, and after spending some time playing her, here is my honest review. I think the idea was great, but the execution was lacking. I don’t agree with those who outright condemn the character design. The designer(s) tried to create something unique and valuable, but as I mentioned, the execution could have been better. I hope the balance team can take a proper look at her and make her more practical and realistic in the hands of players. I can only imagine the time and effort that went into her design. It would be sad to see all that effort go to waste if her primary role ends up being mainly for defense. Most of us players would like to enjoy using the character as well. This is attack-only feedback. We’ve had several characters with abilities specifically designed for either attack or defense, so this doesn’t have to translate to defense.
The Drawback?She’s way too complicated to play in terms of spells, memorializing, choosing the right utility, and even ensuring that you’re using the right one. She has a total of 9 spell combinations, 10 if awakened. Are all of them really that useful considering their maximum potency? I’d say no.
What can be done?Personally, I’d settle for one really potent spell for each category (Evocation, Transmutation, and Enchantment). This way, she wouldn’t be a jack of all trades, master of none. It would either make her effective for the match or not. This also reduces the chances of accidentally applying the wrong spell, debuff, or ability for a matchup due to mistakes and subsequent frustration. I don’t have a strong preference regarding which spells remain, but here are my suggestions:
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Evocation: Coldsnap and Frostbite, which in turn counters evade. The damage and duration can be increased. If the defender is immune, apply Incinerate (plasma or whatever).
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Transmutation: Evade attacks that would knock her down, regenerate X% of block damage, and add reverse controls.
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Enchantment: I like a potent Atrophy passive, and similar to Mojo, it could deal a small amount of damage whenever a buff expires. (Alternatively, a potent neutralize could work.)
This would simplify the activation of spells. You could make it as easy as using one spell in each direction, such as one starting with double or going in an upward direction, another downward, and the last sideways.
Examples:⬆️⬆️⬆️ ⬇️⬇️⬇️ ⬅️⬅️⬅️
⬆️⬆️⬇️ ⬇️⬇️⬆️ ⬅️⬅️➡️
The awakened ability spell, Charm, can remain the same.
Additionally, a slight numbers tune-up would go a long way in helping her in short to medium matchups. The trade-off could be capping the damage per spell from her specials or reducing the damage of subsequent spells after a certain threshold. Regardless, with the above suggestions, I believe she would still be easier to use compared to how she is presently.These are just my thoughts. What do you think? Does she need to be more straightforward to use?