Re: Spells that arguably break the game
Even with victory conditions, endgame can be long and hard. 50-60% of capitals is not at all easy to achieve in a good size game. Remember how hard well-defended forts are to take in the late game. Defender advantage is enormous when he can buff his troops and dump army killing spells on you before you can cast anything.
SCs should be able to handle most assassin spells. And without Mind Hunt, how do you handle stealthy raiding SCs? Makes them invest in MR, at least.
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