ObjectivistActivist wrote:
Voodoo is fine. Chain voodoos are fine. Want to avoid getting voodoo'd or chain voodoo'd? Don't [REDACTED] off a shaman/shamans. Quaff 'spirit aura' will completely negate chain voodoos. Unless you did something monumentally stupid (like, for example, screwing with a hero tournament for SHAMAN), you should be able to get a few spirit aura vials brewed.
There are in-game solutions to protecting yourself from this spell. These in-game solutions already exist. There does not need to be any hardcoded changes to this spell.
Though, A's idea does sound good, especially if the gate weakness is removed so that it really is a race to the shaman and not just a race to the nearest sorc/priest/necro or warlock with a wand.
Aahhaahahahaha. Look dude, one day, you may play a side that has lots of shaman against it and you'll change your tune.
Spirit aura vials last .3 seconds and a spell change -is- going to happen with voodoo. Double/triple voodooing will become a thing of the past right here shortly.
Just wait for it. Dulrik isn't a moron, folks, he's wise when he suddenly sees 10 shaman out of 40 people online and begins to notice more and more logs of double voodooing going on all the time.