Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Sep 01, 2007 11:12 am 
There are NO drawbacks to using voodoo, none at all. Never once when I used voodoo was I worried about getting ganked, it's not going to happen. 99% of the time, either the person who got voodoo'd won't know someone who can gate, the person who can gate will be, asleep, busy, low on energy, or too slow to respond for it to even matter. You have 5 minutes to find someone who can gate, is willing to help you, and isn't preoccupied/not paying attention. That's actually pretty hard to do when there's only 30~ people logged on.

AND even if you did find someone to gate, most people are going to be in a trib and sitting by their judge with like 4 other law NPCs, or have like 2 pc's with them. And what're the chances of you getting a group of 3+ people together in 5 minutes to go gank somebody?

Oh, and all of this is of course if the person even survives the voodoo. Which is unlikely, since you're usually only going to voodoo someone you're 90% sure you can kill,UNLESS YOU'RE SOME [REDACTED] GIMP WHO CAN'T DO ANYTHING BUT DOUBLE VOODOO.


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PostPosted: Sat Sep 01, 2007 12:56 pm 
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Going to say it one more time. Those who were double-voodooed, there were IC reasons for it. Maybe crappy reasons but there were reasons. People also got in trouble IC for it and not by the IMMs smacking their hands.

One way to avoid voodoo is not pissing off the entire shaman population of the game. Malioch had already angered three shamans PRIOR to the tournament and did some other stuff that made them uber-aggressive towards him. Can we drop the damn subject already?

That being said, voodoo is useful to strategic PKing when used right. Yes, some people build their shamans to kill immediately and with proper preparation can do that. Others are built to be tanks. Still others are built for a third purpose. It all depends on what you are building the character for.

Calling people newbies because they are not trying to build a shaman to be an insta-death voodooer is not nice. Be nice!

I like the idea and was thinking there should be a timer on how often a person can be voodooed. Also, what about a malediction on the shamans? Those who try to chain voodoo?

Suppose shamanA sends his spirits after person C, shamanB sends his spirits after personC within a RL minute, the spirits of ShamanB either come back and hit shamanB or get mad about the other spirits in their way and go hit shamanA. The idea being even the ancestors/spirits do not like to be messed with and abused.

A shaman who uses their spirits too many times in a given 24 hr setting has a timer started and the spirits refuse to answer them for a bit.

I would think that these are simple, easy fixes to the issue.

But honestly, stop acting like at least one character who got voodooed repeatedly didn't deserve it. Where does it say, please show me, that a shaman may not have a vindictive personality and that their spirits may not? I know one shaman who is certainly very protective and vindictive, so is part of his family. Makes sense to me for that shaman to use all within their means to harm those that offend them.


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PostPosted: Sat Sep 01, 2007 1:38 pm 
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No matter how long this thread gets the best idea is still on page one.
Achernar wrote:
Maybe the voodoo spell should stack over time. So the shaman starts the voodoo rite and the victim begins taking damage and maledictions. The shaman is lagged anyway for a while. Just spread the damage out over the same duration of the shaman's lag and give the glimpse of your torturer at the beginning of the rite. That way its a race, if you can get there, you can kill them and interrupt the spell. Of course the greatest part of the damage would be at the very final aspect of the rite. I'd even be fine if it took longer for the shaman to cast and be paralyzed in order to allow it to build up over a couple ticks. Perhaps the overall damage would be more, but you'd have a few moments to prevent the most of it.

A


I would make a few changes however. the PE is drained as well and done so heavily.
Next the shaman cant do anywaything untill the voodoo is done.
If victim finds a way to stop the voodoo (no magic room) then the shaman can move agian.
Also, I think it would be awesome if thiere could be some cosmetic changes to voodoo. make it look cooler while the rite is occurring.


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PostPosted: Fri Sep 07, 2007 1:55 pm 
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Or make friends with a shaman that can voodoo the shaman right after he voodoos since he looses contact with the spirits.

retalitory strike!


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PostPosted: Fri Sep 07, 2007 2:11 pm 
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guyute_78 wrote:
Or make friends with a shaman that can voodoo the shaman right after he voodoos since he looses contact with the spirits.

retalitory strike!

Not quite.

Good shamans have no such fear. :wink:


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PostPosted: Fri Sep 07, 2007 2:34 pm 
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Voodoo is unfun to all concerned. Dealing with it or using it is mostly a matter of collecting enough special widgets. Other than that, it's tactically empty. And did I mention unfun?

I'd love to see voodoo become not a death spell, but a major malediction. Something that then requires cooperation to score a kill with. Removing the damage and making the various special effects more likely and harder to save against sounds good. A doll can then serve as an art bonus.

Shamans are too weak without their death spell? Then buff up their melee and malediction ability. It ought to be a worthwhile class to play in groups - because that's where most of the roleplay fun is. Sitting alone in a well-guarded tribunal room, counting the pores on the back of your hands while paralyzed, is not entertaining. The victims aren't having too much fun either.


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PostPosted: Fri Sep 07, 2007 3:05 pm 
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I agree with Forsooth, I would rather see shamans get some offensive buffs and voodoo turned into a unique combat malediction. Also, turning dolls into art machines against that person would be nice also.


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PostPosted: Fri Sep 07, 2007 5:55 pm 
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If someone Voodooed me, Lets say it was two people who voodood me. i would call anyone who could summon, and ask them to summon them in XXX city, where XXX city is a city I believe they are outlawed in. At VERY least said priest could kill the vulnerable Shaman. If its two of them and they are both outlawed in say, the northern wastes. Why not get your priest to summon them to thiere guards? You die but you send two shamans to jail, I think the shamans might considers not using voodoo after that.


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PostPosted: Fri Sep 07, 2007 5:58 pm 
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Of course, this is assuming that the majorty of the player base is outlawed in some city. Which I would think the majority are.


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PostPosted: Fri Sep 07, 2007 7:54 pm 
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I do know that shamans are required to voodoo in an open to transport spells area, but the spell does not require them to toggle auto summon, which means unless in the same area, it is impossible to summon.

Am I incorrect in assuming that shaman who voodoos is only vulnerable to gate, but immune to summon?


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