Shattered Kingdoms

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PostPosted: Fri Dec 25, 2009 9:45 am 
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If you're gonna wimp the damage, Id suggest taking the paralyze affect off from the shaman then. As it stands thats what keeps me from voodooing people at a whim, knowing im dead if i dont get them. If the damage was severely wimped, then theres no use in even using the spell unless it is one big group against a smaller group.


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PostPosted: Fri Dec 25, 2009 9:47 am 
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While the sentiment is appreciated, I would have to see some good numbers to be convinced that such a drastic change needs to be implemented. If you are saying you could survive two voodoos, then I imagine the average player would likely survive one. Doesn't seem a big issue to me, especially since the variety of mana mods also has benefits to other classes.


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PostPosted: Fri Dec 25, 2009 9:49 am 
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josephusmaximus3 wrote:
Its possible but the problem is that DA-esque players will horde the mana gear regardless. If there is less that means only those types of players will have the mana gear at all, so it doesnt solve the problem. However it now means that those newbs and other less experienced players will not have mana gear, even widening the gap.


How the hell do you widen the gap with voodoo?

There are other applications to mana mods in any case, and I don't like how it *could* be used to make some game breaking things, even though newbs are too newbish to try it.


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PostPosted: Fri Dec 25, 2009 9:53 am 
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How do you widen the gap? Are you serious?

If +mana adds damage to the voodoo, then those vets will take all of it. They will then still have very high voodoo damage. Newbs and less experienced players will go from having what they can find now to none, so less than then currently do. So while on a pure numbers basis, the damage done will be the same for the vet players, the actual difference between the two groups will increase.

So yes, the gap will widen.

Besides, plenty of other things can be, and are, abused far more often than voodoo. I can only think of two times ive ever been voodooed. At at almost 200 hours, I have only tried it once, and that was following an attack by 3 crucible members on a city when they tried to kill me.

It seems to me like this change is not necessary, and in fact a relatively small hill of beans compared to other issues.


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PostPosted: Fri Dec 25, 2009 10:01 am 
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Reducing the amount of items that empower voodoo and boost your mana is not supposed to be a fix. Any fix would require coding and I doubt that vooodoo is something that is on the list of priorities. Even if it were looked at, I am not sure I'd want it completely removed.

Changing the flux of modifiers is something that can easily be monitored and reversed if necessary. Personally, I am of the mindset that a voodoo kit should require at least some effort to gather. With the amount of +mana gear in the game currently, this isn't the case.


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PostPosted: Fri Dec 25, 2009 10:02 am 
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Meissa wrote:
While the sentiment is appreciated, I would have to see some good numbers to be convinced that such a drastic change needs to be implemented. If you are saying you could survive two voodoos, then I imagine the average player would likely survive one. Doesn't seem a big issue to me, especially since the variety of mana mods also has benefits to other classes.


That was true before the changes to mana trains, where it was possible for players to survive double and triple voodoo attempts (I know because I've done it before). That's someone who knows what they're doing though. The average player isn't going to survive one voodoo. That's why they are average.

Now the average mana dumped shaman could possibly come out with at least 1100 mana which is good enough to drop 3/4 of the player base without a spirit doll. If you add mana mods you can easily drive that up to 1400.

That's a crazy amount of damage even at a 2 for 1 exchange. Tell me how many people can actually survive that don't play a merc, barb or swash. The only argument to that is a magic resistant race.


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PostPosted: Fri Dec 25, 2009 10:03 am 
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I disagree considering I only have a halo and two bracelets with +mana and am not even really sure where to begin looking for more. These items Im have arent even really that much mana anyways.


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PostPosted: Fri Dec 25, 2009 10:07 am 
josephusmaximus3 wrote:
I disagree considering I only have a halo and two bracelets with +mana and am not even really sure where to begin looking for more. These items Im have arent even really that much mana anyways.


If you have played a decently lived character with the identify spell, you should know where to find a lot of moderate ME items and even great ME items. Not to mention there is a shop you can get 6 mod ME items without even trying.


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PostPosted: Fri Dec 25, 2009 1:06 pm 
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I would like to have group voodooing be disabled. Any shaman, even a n00b shaman should be able to get their +mana gear without the greatest of difficulty, and I don't think the gear is that frequent. But I think it is lame when naked shamans with little risk to themselves voodoo in groups of 2 to 3 for the quick kill. Only 1 voodoo should hit a player in a period of time.


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PostPosted: Fri Dec 25, 2009 1:24 pm 
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Mana trains were shamans are only 7 really which didnt seem to add that much mana really.

I think double and triple voodoos shouldnt be allowed though. For some reason I was under the impression they already weren't but I guess I was mistaken.


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