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 Post subject: Voodoo.
PostPosted: Thu Aug 25, 2011 8:00 am 
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Joined: Thu Jan 22, 2009 4:41 am
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SK Character: Cyndane - Talys
I am going to suggest a mild change to voodoo that won't wimp it, but will reduce the commonness of it being used.

Currently, when you voodoo someone, you are only frozen for 3 minutes. THREE MINUTES.

Sorry, but unless the other team has like Peso, Baldric, Jhorleb, etcetc all logged on at once, and one of them can gate...nobody is ever going to die from voodooing, unless they do it without any allies on.

I would suggest bumping the frozen state after voodoo up to 10 minutes.


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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 8:04 am 
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I had no troubles killing Golg, and a couple others.

Gating to kill a shaman is a double edged sword. You never know what is waiting on the other side. Although I found myself hoping a couple times that they were trying to set up the ambush so I could kill a few more people.

I think we need to cue Admiral Ackbar somewhere around here.


Last edited by ninja_ardith on Thu Aug 25, 2011 8:05 am, edited 1 time in total.

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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 8:05 am 
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ninja_ardith wrote:
I had no troubles killing Golg, and a couple others.

Gating to kill a shaman is a double edged sword. You never know what is waiting on the other side.

I think we need to cue Admiral Ackbar somewhere around here.


Yes you do. It's called. Type WHO. And then assume everyone on the other team is sitting 1 room from the shaman.


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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 8:06 am 
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I think that would be sweet. I'd never gate to a shaman that just cast voodoo without a gank party to rape the opposition on the other side.

I think the problem that they have with voodoo is that you're just too tough, Syn.


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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 8:48 am 
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ninja_ardith wrote:
I think we need to cue Admiral Ackbar somewhere around here.



Image


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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 8:52 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
You see, the funny thing about Ardith is that in his version of the game he always has more players than the opposing side: Because if that isn't true he just logs off.

But, the problem with Voodoo isn't really the immunity time: 3 minutes seems just about right. I'd perhaps leave the paralyzation the same, but also disable voodoo or maybe spirit aura for the next 10-15 minutes even after the paralyzation has worn off.

Really, I think that Voodoo should never be able to kill someone directly from 100%. It should be limited to, at most, 50% of the target's maximum HP, and/or have a scry element attached to it perhaps dependant on whether a doll is used.

I think that voodoo would be best to have a scry element only, and that with a doll the scry element should have no warning to the target. But, honestly, -all- conjecture about what voodoo should be changed to has so far fallen on completely deaf ears, so threads like this are just beating a dead horse.


Last edited by Edoras on Thu Aug 25, 2011 8:59 am, edited 1 time in total.

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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 8:53 am 
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Maybe Ardith is just very charismatic. I jest, I jest.


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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 9:49 am 
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SK Character: ArchaicSmurf
Remove the damage caused by voodoo, limit it to maledictions and enable scry. Keep everything else the same.


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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 10:19 am 
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On the one hand, it is true that the voodooer has all the time in the world to prepare their defense and choose a spot with a lot of hostile guards, while the victim has 3 minutes to heal themselves, cure their maledictions, get into an effective counterattack party, find someone who can gate, and gate to the shaman.

On the other hand, the lameness of what this spell currently does to a shaman is secondary only to the lameness of what it does to the victim.

Heavier maledictions, less damage and scry would be nice for voodoo, but shamans would need something to compensate for this, like harm, or like grep's idea of being able to incarnate a PC ghost into a spirit that can fight.

Does call lightning suck, or is it just that nobody uses it correctly?


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 Post subject: Re: Voodoo.
PostPosted: Thu Aug 25, 2011 10:23 am 
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Nobody uses it, it's easy to limit it, you have to take the time/mana to prep the weather.

It's good, but it's easily nullified by enchants/RE/shield/protection/etc the same stuff you nullify say, color spray with.

So no. Call Lightning does not make up for the loss of a master level spell.


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