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Old June 25th, 2010, 07:44 AM

thejeff thejeff is offline
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Default 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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Old June 25th, 2010, 08:06 AM

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

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Originally Posted by thejeff View Post
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.
Hmmm... not that i can speak much about the end game, but it would seem that if you are atop someones capital its almost game over. Besides, why do you need to attack? Starve them out, or let them break the seige - then the advantage moves to the attacker.

On the point of stealthy raiders... wouldnt you hope that you were capable of raiding your opponent as well? Wouldnt it then be more of a game of cat and mouse limiting your opponents moves, defending what was important? I don't know, but surely reaching for the mind hunt is a bit well, unimaginative?

It just doesn't seem right - SC's mages and thugs should kill SC's mages and thugs on the battlefield not from a 5 gem ritual.
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