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Spells that arguably break the game - .com.unity Forums
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Old June 25th, 2010, 07:56 AM

Amadamus Amadamus is offline
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Default Re: Spells that arguably break the game

Quote:
Originally Posted by Diabl0658 View Post
I have to agree on burden of time, if only because its so easy to cast. For such a powerful spell to only require level 5 research is a little ridiculous.

Everything else though is easily countered, astral mages to block mindhunts, domes to block unrest spells. Even astral corruption is little more then an inconvenience with proper scripting and bodyguards.
Look for sure it can be countered - but look at the micro involved to have to do that.

Manuvere a sneeky thug into a prime spot attack the province - win - mind hunt - dead. It is not always possible to have an astral unit on hand - especially Tir who dont have astral.

If you are a non astral nation up against an astral one, then you will be mind hunted to hell. And besides mind hunt, what about Earth Attack? Not very easy to counter that one - devastating spell.

These spells just seem like an intrusion upon the game whereby the finese of the strategy gives way to uninspired heavy handed drugery. Being forced to counter said effects (and indeed some times it cant be countered), introduces extra micro that doesnt enhance the experience at all.
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