ladyjennbo wrote:
All you people are going to regret asking IMMs to twink anything.
A cloth-wearing person can die with a single cleave or backstab, anyone and everything can be destroyed with final strike, a necro can die with one BoG, and a pally can die with one FoD. Voodoo should have some consequences for using like FS does (perhaps the spirits end the final life and destroy the things of the caster as well if performed successfully), but it shouldn't be removed or changed in the way you're suggesting.
-edit-
Okay, I think I might agree with Pyras on the no-voodoo-twice-within-six-hours thing.
You're right on those counts, but for every caster class there are countermeasures against the insta-kill moves. Against backstab there's Mirror image, stone skin (Except for special-type daggers, which I personally feel is messed up), not being in the back row, and keeping your pulse racing.
Against cleave you can get the hellion's pulse racing, MI/SS, or not be in the front two rows.
If anyone gets 1-shotted with FoD they're just bad. The fact that you included that in your list of 1-shot kills makes me doubt that you have any idea what you're talking about.
Necros also cannot die in one BoG. Even delf necros take two BoGs
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and to be honest, that's what MR/MI is for
All of these countermeasures have drawbacks, of course. Putting yourself in the back row to avoid cleaves leaves you open to backstabs, putting MR on your gear to avoid BoG's leaves you more open to physical damage and makes self-affecting spells harder, overloading your EQ with fort to avoid getting FoD'ed puts your will save a little lower (maybe) and the like.
However, the only countermeasures for voodoo are prot/sanc/shield. That, and quaffing SA, which makes you immune, but seriously, you can't spam quaff SA just because some shaman -might- be voodooing you in the next 3 minutes, so that doesn't even count as a countermeasure. Considering that only pallies/hellions/shamans(?)/priests have access to prot/sanc with any sort of regularity, I don't think that voodoo should be able to instantly kill anything at 100% health. It isn't the fact that there's not enough drawback to voodoo (I personally think the drawback is fine) it's that the actual damage itself is overpowered.
I purposefully left out the option to remove voodoo because I've learned that things don't really get removed in this game. I'm proposing a tweak that I think will A) not take too much time to code and B) will be favored by most of the playerbase.