Back to the point of the thread though:
Why is this spell (at least in its current form) in the game?
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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.
This is the issue here. Salandarin is suggesting that the game continue to move away from the constant state of paranoia (remember the old energy drain?). The only argument that has been given as to why voodoo should be kept in the game is usually along the lines of:
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Voodoo is fine. To those getting voodooed stop trying to go after those shamans. It is pretty simple. Getting rid of voodoo would make shamans a totally worthless class.
This alone speaks volumes for the mechanic.
But the sentiment several people have voiced is along the lines of:
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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?
So how about looking at changing the voodoo spell, or the shaman class itself if necessary, to make everything a bit more fun for everyone.
There have been penty of noteworthy ideas in this thread for modifying either the spell or the class. Or at least some that are worth further thought by the Imms.