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PostPosted: Fri Aug 31, 2007 5:48 pm 
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Kin wrote:
Final strike has but one use unless the gods give an exception, atleast according to the help file. It's a last resort only, take everyone with you type spell.

Voodoo on the other hand is a "sit anywhere in the world, voodoo anyone in a nonmagic room and kill them while you're safe repeatedly" spell. That's the difference in the two.

Final Strike IS overpowered. It's meant to be. It's a one time use thing only. Voodoo is a normal spell that's just too powerful and needs to be toned down a bit.


What you said about Voodoo is completely wrong. You have to cast it in a summon/gateable room and after it is cast. You are totally helpless for over 3ticks. Voodoo was nerfed about the no magic room over a year ago.


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PostPosted: Fri Aug 31, 2007 6:04 pm 
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Muktar wrote:
Kin wrote:
Final strike has but one use unless the gods give an exception, atleast according to the help file. It's a last resort only, take everyone with you type spell.

Voodoo on the other hand is a "sit anywhere in the world, voodoo anyone in a nonmagic room and kill them while you're safe repeatedly" spell. That's the difference in the two.

Final Strike IS overpowered. It's meant to be. It's a one time use thing only. Voodoo is a normal spell that's just too powerful and needs to be toned down a bit.


What you said about Voodoo is completely wrong. You have to cast it in a summon/gateable room and after it is cast. You are totally helpless for over 3ticks. Voodoo was nerfed about the no magic room over a year ago.


Helpless for 3 ticks? Alright, let's imagine this scenerio.

Shaman A is sitting in say cabal A HQ and voodoo's oh i dunno, merc A? Shaman B, who is also sitting in Cabal HQ voodoo's Merc A. Merc A is now dead. Or

Shaman A is alone in cabal A HQ and voodoo's merc A. Merc A, now to live either has to rest and hope he regains full HP in 3 ticks, if said voodoo doesn't kill him, OR merc A has to go and gather up a huge posse of friends to raid Cabal A HQ to kill said shaman. On top of that, Merc A is also maledicted out the wazoo due to voodoo.

As long as the voodoo spell is as powerful as it is, it will still remain overpowered. Just because the shaman is helpless doesn't mean they can't hide in certain areas when they do it to prevent attack. For example a lightie shaman Voodooing' a DE could hide in sithaniel. G'luck gettin him there. On top of that, the shaman could ALSO have a group waiting to protect him if the victim that lives comes to kill him. See what I'm getting at? No, you may be able to be summoned or gated to, but just because you ca summon and gate to the attacker doesn't mean you won't get totally destroyed when you come out the other end.


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PostPosted: Fri Aug 31, 2007 6:46 pm 
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Did you not listen? The room where the shaman can cast voodoo MUST be summon/gate room.[/u]


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PostPosted: Fri Aug 31, 2007 7:07 pm 
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Well then, my bad.

Still, the point remains that even if you can gate to the character, they can still have an army waiting for you to protect them, that and not all classes can summon.

Double voodoo can still kill anything as well which won't leave time to gate / summon to them.


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PostPosted: Fri Aug 31, 2007 10:34 pm 
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Kin wrote:
Well then, my bad.

Still, the point remains that even if you can gate to the character, they can still have an army waiting for you to protect them, that and not all classes can summon.

Double voodoo can still kill anything as well which won't leave time to gate / summon to them.


So, let me get this straight. Voodoo is overpowered, because a double doll voodoo can kill anything, and because if you die enough to have enough dolls around to screw yourself like that, you don't have any friends to attack them at all?

Voodoo was once overpowered, it isn't any longer. Voodoo used to be taken from players due to abuse, it isn't any longer. You don't want to die to Voodoo? Train Con, don't die. Simple as that. Even with my delf necro way back when with much less than max con I was able to survive a single voodoo without a doll.

Simply put, this spell has already been nerfed into oblivion. It really doesn't need to be smacked around any more.


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PostPosted: Sat Sep 01, 2007 12:05 am 
I think voodoo should be replaced with..third attack and enhanced damage. :lol: Come on! Do it! Maybe throw parry in there too? And uh, buff call lightning a bit? :drunk: Oh, don't forget the protection spell either.


Edit/P.S. : If you think the above is serious, you're an idiot.


Shamans are currently my favorite class, and I could care less if voodoo got completely removed from the game, though I would hope they'd get something else. :wink:


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PostPosted: Sat Sep 01, 2007 4:16 am 
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Odds are any 2 pcs with time to prepare would kill a single pc in PK however you slice it. Unless they are clueless and the single pc isn't. So shaman can do it from a distance, that doesn't mean they're overpowered. They have plenty of drawbacks to using such a spell.

A


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PostPosted: Sat Sep 01, 2007 6:29 am 
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IMO I would rather die to a double voodoo than get pked/jlooted face to face, if they are going to kill you, they will kill you weather they need tons of friends or not, at least with Voodoo they have to go search for your dead body to loot you by then you can have friends/allys get to your corpse.


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PostPosted: Sat Sep 01, 2007 8:25 am 
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Just as a reminder that it's not about voodoo being overpowered.
Me, Page 1 wrote:
It's not that it's impossible to avoid or stop a voodoo, or even a chain voodoo - I don't think anyone has ever argued that to be the case. It's simply not a fun mechanic, it adds very little to the game for either party. You might argue that it provides something to fear about a shaman, but why does it need to be the way it is? Much more could be done with any of the suggestions provided - I think giving shamans a method for scrying is a great idea, and altering voodoo to be a DoT would be an excellent tweak, allowing at least some kind of strategy. As is, keeping spells up 24/7 and carrying SA vials is not strategy, it's just mandated paranoia.


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PostPosted: Sat Sep 01, 2007 9:02 am 
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There are no drawbacks to voodoo. For one, someone else already brought up the fact that its increadibly easy to go to a spot full of guards or underwater or something, you didn't explain how to get around that. Not to mention the vast majority of classes don't have a way to even capatalize on the drawbacks of the spell. Also, it doesn't take two shaman to kill a person. A good shaman can reliably 1 hit the majority of lower hp classes. So with the drawbacks to this spell being minimal the question is, if its fair to kill someone from across the world?


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