Muktar wrote:
I don't understand this wimping of this instant death spells when other classes have the same thing. Necros has an instant death spell. The only way that a shaman can truly cause instant death if they have the doll of the person.
There are two major difference between FoD/Petrify and Voodoo.
1. Both FoD and Petrify have saving throws. Voodoo does not, MP only minimally negates the damage as well.
2. You have to be in the same room as the person to try to petrify/FoD them, which puts you at immediate risk.
And lastly, a doll really is not required to voodoo kill someone. It gives you a chance to possibly one shot some of the higher HP classes like swashbucklers/scouts, maybe even a merc. But if you're a necro/sorc/warlock you're pretty much SoL. A non doll voodoo will easily take out any of those classes if they don't have a timely spirit aura/sanc.
And I'm really not arguing this simply because shamans voodoo me a lot, quite the opposite, I've only been voodoo killed twice, both while playing sorcerors, and voodoo'd maybe 4-5 times total over the course of the 8 or so years I've played.
I simply just think the spell is a really cheap way to go about killing someone. Voodoo being a spell should have the rules of
-every- other spell applied to it, it should have a saving throw for partial damage. I'm not even asking for a full resist throw, just a partial damage throw, that would give the low HP classes a chance to survive one, since most of those classes can at least enchant their gear. The fact that Voodoo is the single greatest damage dealing ability in the game sans final strike, can be cast from anywhere with little risk to the shaman, AND does not have a saving throw is just ludicrous.
I'm actually a proponent of the so called "insta kill" spells/skills remaining powerful, such as FoD/petrify I've argued several times in the past to keep those skills un-nerfed, the reason for that is those skills recieve a saving throw, which immediately balances them. If you want to survive them, get your gear enchanted. With no saving throw Voodoo just becomes broken. There's no practical way to always be prepared for a voodoo gank. You can't quaff spirit aura/sanc 24/7 for as long as you're online, you can't enchant your gear for any sort of save against voodoo, and a full suit of great MP on each piece + shield up wasn't enough to save Eisenvahl from a single gnome voodoo, and now you can't even stack HP trains on sorcs/necros/locks so they're even more screwed.
Give voodoo a saving throw and it would immediately make the spell balanced.