Quote:
Foodstamp said:
I have a great fix for this problem. Let's don't fix it! Do we really want to limit how we can kill Supercombatants? Do you really want to create an endgame where as soon as a Supercombatant is equipped, the player can breathe a sigh of relief because he has won the game, the rest of the turns just being an exercise of moving around the map flipping flags?
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This is not an "endgame" spell. It is thaumathurgy 4. It can be cast easily on turn 15 against any awake pretender (it has been on my game). Do you suggest that only valid strategy should be imprisoned pretenders for scales or dual bless?
In endgame there are much better options than VotD anyways. Mind hunt KILLS you if you fail the MR, instead of making you to fight against ethereal zombies.