(03-07-2010 10:14 AM)StupendousMan Wrote: Generally agree with you about the massive potential for unbalancing.
But take into consideration that learning that 1500 dmg spell costs massive amounts of mana and casting it as well which may be used in other ways by the opponent player to get an advantage. In addition, you may cast massive elemental protection (of course, only if you have that type of spell), like +40% elemental protection. Add that up to your unit´s basic elemental protection and that 1500 dmg may be reduced to say 500 dmg. Which is still a lot but not necessarily a guarantee for victory when in such a late stage of the game and the units upgraded accordingly. Don´t disagree with you fundamentally but I think it´s not THAT bad... 
Just makes the "initiative factor" on the overland map more important, who gets to see the other hero first and makes the use of scounting heroes mandatory...
What you are saying is true, but its almost impossible to learn all spells, so if a player is smart he waits for that exact massive damaging spell and then just hurls it at an enemy player (collects all the necessary mana). Now, the oppponent propably learned that spell as well, before learning other spells. So the chance he has already learned "+40% elemental protection" (as well) is not big. but say that he did. He wouldnt know when to use it, unless the opponent player has been spotted, BUT then he would instead hurl the major damage spell instead (instead of giving his troops elemental protection). Also even the low damaging spells are unbalanced if the map is small and you face eachother early. Why summon a living armor when the damaging spell is so MUCH more efficient? The damaging spells inflicts "****" to ALL units. It doesnt even divide the damage if im not mistaken?
OK, I tried to explain but I just suck at it

I get your point, I do. But I still believe the damage nullifies the battle system directly. And I would have thought the battle system should have had the most important role in terms of damage, not ONE simple spell (even though it costs major mana, the player can be smart to collect it early from start, such as me). The runes (in terms of damage) also are silly, since its better to infllict "250" (for example) damage instead of attacking with unit/leader.
PS: This could be resolved by banning such spells against other players and computer controlled teams. And only allow it agaisnt neutral stacks of units...
IF it is early in the game... Someone will blast a lower damaging spell AND render the other players army useless since he will not be able to heal himself before an attack (probably).
Early units have top life of 900. (and those units are expensive as hell).
For example the elven riders (elven lancers) have health of 320... They wouldnt stand a chance after that spell damage.
no matter how we twist and turn in tactical views, the damaging spells AND runes are VERY unbalanced, in early fights as well in later ones.
EDIT: As "Humanoid Typhoon" mentioned "epic and fun lasting battles".
Those do not exist with this spell system...