Originally posted by BallWave
I mean the effect of disruption can be breaking stalemates if implemented properly without the overwhelming ability to capture cities. Many different ways to go about it. Getting a "sneaky" capture is bad design imo for many reasons, but it doesn't even have to be sneaky. AoE is very limited/non-existant for once.
But whatever, I disagree with many of the mechanics in the diplo update, and now kind of regret this game being the first where I bought anything after ~10 years of mobile gaming. These things only become seen after spending a couple hours playing, the basic design is limiting as well.
Originally, the Daggers couldn't capture cities (and could just be spawned in enemy territory, as Cloaks werent made yet), but we quickly realized that they really weren't worth the hassle without something powerful like that.
You couldn't control them, and they were frustrating because of it. They couldn't capture cities, and they weren't worth the effort to make. They are the way they are because we want Cloaks/Daggers to be high risk/high reward, and what's the highest reward out there than having the potential to capture an undefended city?