A usual counter-argument is that the AoTD/Balrog are reasonably slow and can't chase ALL your units. This is not a good argument! If the single option for a threat is running away from it, then it becomes boring to the player and frusturating to the player using the superpower. I think it's just bad design, honestly. The only reason the stock game gets away with it is because of the rule of cool, even I must admit that the work EALA did with the Balrog is excellent (not so much the AoTD).
Hence, we're getting rid of them. I think late game powers should give a player more options and a distinct advantage, but not one so strong that he can best an opponent's veteran troops instantly with no thought.
I'll add info on other factions' final powers as I get to them.
Edited by Nertea, 27 January 2011 - 06:07 PM.