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Old May 1st, 2008, 02:42 PM
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Default Re: Casting first in defence + endgame spells

Quote:
As for the defenders advantage - I dont see it as a problem. I mean you guys are listing a way, way endgame case for the failure of a mechanic.
I list a problematic category of spells. My view is battlefield instant offensive spells are only good for the game if the opponent can eventually counter them (be him attacker or not), and it's illogical that he can't use the counters if his mages have access to them (if my mages can cast army of gold, I see no reason for them to wait to cast it... after all ennemy rain of stones).

The problem is "endgame" mostly because most of these spells and counters are rather high level, but the rare cases where a nation can pull a round one casting destructive script in midgame (ie : chained earthquakes to kill your mages with body ethearal to protect his own) are as problematic IMO.

ps : I'm not saying mages shouldn't be able to destroy entire armies. Simply if the opponent know what you will use and have mages able to cast the counter spells, a good script should allow him to survive, and it's not the case actually.
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