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 Post subject: Re: Voodoo: New Ideas Welcome!
PostPosted: Fri Jul 29, 2011 9:18 pm 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Bump.
replace voodoo with master lvl raise dead with no xp loss with body...


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 Post subject: Re: Voodoo: New Ideas Welcome!
PostPosted: Sun Jul 31, 2011 7:08 am 
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Joined: Thu Jul 07, 2011 3:01 pm
Posts: 55
Deathadder wrote:
Bump.
replace voodoo with master lvl raise dead with no xp loss with body...

This.


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 Post subject: Re: Voodoo: New Ideas Welcome!
PostPosted: Mon Aug 01, 2011 8:45 pm 
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Joined: Wed Feb 18, 2004 9:52 pm
Posts: 831
Location: Western New York
I was scrolling through this thread and read most, but not all the posts, and basically I just wanted to say that I didn't want to see voodoo turned into a spell form of cleave by making it target peoples limbs. I'd rather have it remain a very unique spell of some kind, but don't get me wrong I do wish to see it changed.

I don't really care for the scrying idea either, because now instead of having a shaman try to kill you or attack you from far away, you now are granting the shaman the ability to see where people are and then send a gank squad to do the same thing. It doesn't make voodoo less deadly, but more deadly then before.

Shaman: c 'scry' unexpecting victim
Shaman: says "oh they are in teron inn"
Friendly Gate Caster: c 'gate' somewhere in teron
Gank Squad enter gate
Gank Squad kills unexpecting victim

I'd rather just summon kill, it saves the hassle of looking most of the time.

Pesonally if it was to change I'd rather have a spirit pet or adder's suggested rez.


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 Post subject: Re: Voodoo: New Ideas Welcome!
PostPosted: Tue Aug 02, 2011 11:59 am 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Rial wrote:
Most shamans aren't gnomes, they aren't gm, and they don't have mana eq. 99% of the voodoos I see do like 30% damage


Atlera voodoo killed my GM giant merc with max con and hp. Yeah, it's not Overpowered. :roll:

And voodoo is definitely better. Who would need scry if you have voodoo:
Quote:
say Locate his corpse after I voodoo him to death, k?

k

You kill said person with voodoo, person locates corpse, someone goes and loots them.


Tada, no effort. At least with the scry as it's suggested, it'd take effort to get the kill and they'd have a chance to defend themselves/move if you do decide to go to where they are.


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 Post subject: Re: Voodoo: New Ideas Welcome!
PostPosted: Sat Aug 06, 2011 9:11 pm 
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Joined: Thu Mar 17, 2011 7:25 pm
Posts: 124
Kinda stole the idea from a different game i played with some modifications:
Death's Gate - when a person's health reaches 0, instead of dying, they lose all of their buffs and suffer spirit disorentation as normal but receive health equal to 1 heal. The spell could be on a timer such as 30 minutes. Its a nice second chance buff but without buffs and SD, its likely to be more of a chance to GTFO than to win against the opponent. Thematically the shaman could place a ward/mark or just a spirit to watch over the person that would intercede at the moment the person would died.


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 Post subject: Re: Voodoo: New Ideas Welcome!
PostPosted: Tue Aug 09, 2011 7:39 am 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
similar to that of a soul stone in World of Warcraft....Id rather have the rez to be honest.


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