Enchanted by Mermaids (Legendary)

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

Re: Enchanted by Mermaids (Legendary)

Postby Haron » Mon Jan 16, 2017 8:30 pm

Card recipes are to be used in the Witch hut, see separate tread. There will be restrictions on how many recipes one player gets access too, depending on witch hut level. Witch hut will be a hideout building.
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Re: Enchanted by Mermaids (Legendary)

Postby Shadowood » Mon Jan 16, 2017 8:39 pm

PhoenixKnight wrote:I am against card recipe concept.


PhoenixKnight wrote:or there is a witch cauldron that you can build to mix those cards and create new ones.


This is the same is it not?

With the recipe you are "mixing" cards to get a new one...

viewtopic.php?f=4&t=940&hilit=witch+hut
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Re: Enchanted by Mermaids (Legendary)

Postby DezNutz » Wed Jan 18, 2017 5:13 pm

PhoenixKnight wrote:I am against card recipe concept. I will agree to it if there is a card like Gris Gris created for it or there is a witch cauldron that you can build to mix those cards and create new ones.


Legenedary voodoo has to be created at the witch hut, thus a recipe is required.
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Re: Enchanted by Mermaids (Legendary)

Postby Captain dungeness » Sun Jan 29, 2017 12:25 am

William one eye wrote:No natural danger drop
+ 24% damage per hour
Ship cannot depart from current port for duration of cast
Traveling ship will remain lit in port of departure and arrival
Affected by confuse

There have been a few suggestions which prevent a ship from moving but generally those suggestions are not accepted. This suggestion is odd in that it prevents natural danger drop but also prevents the fleet from gaining natural danger- I don't see the purpose in preventing movement.

If this were cast on me I would put a level 1 cutter into the fleet, remove all other ships and wait for the curse to wear off. If the fleet had 3+ danger I would cast a hideout and then delete the fleet to cancel the voodoo.

The confuse part is a real twist since confuse is usually cast on a player, not a ship. In combination with Confuse this curse would be very powerful until the fleet was deleted.

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Re: Enchanted by Mermaids (Legendary)

Postby Meliva » Sun Jan 29, 2017 12:38 am

Captain dungeness wrote:
William one eye wrote:No natural danger drop
+ 24% damage per hour
Ship cannot depart from current port for duration of cast
Traveling ship will remain lit in port of departure and arrival
Affected by confuse

There have been a few suggestions which prevent a ship from moving but generally those suggestions are not accepted. This suggestion is odd in that it prevents natural danger drop but also prevents the fleet from gaining natural danger- I don't see the purpose in preventing movement.

If this were cast on me I would put a level 1 cutter into the fleet, remove all other ships and wait for the curse to wear off. If the fleet had 3+ danger I would cast a hideout and then delete the fleet to cancel the voodoo.

The confuse part is a real twist since confuse is usually cast on a player, not a ship. In combination with Confuse this curse would be very powerful until the fleet was deleted.

-Captain D


Well I suppose if you preventing the fleet from moving can stop them from trying to run to another port using a Dutchman or turns. then the attacker needs to find out where they ran to and get a fleet there. and preventing natural danger drop means you could raise a fleets danger up nice and high and use this to keep from running and from losing danger until your hit. I am rather indifferent to this voodoo, not really for or against it, but it could be useful if used right.
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Re: Enchanted by Mermaids (Legendary)

Postby Captain dungeness » Sun Jan 29, 2017 1:50 am

I think I'm not interested by it because it's just a combination of already existing voodoo. You could cast Fugitives, Swarm and Confuse to get almost exactly the same effect. If a card was added to hold a ship in place then I would just use that card +Foj/Swarm/Confuse instead of this card.
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Re: Enchanted by Mermaids (Legendary)

Postby Grimrock Litless » Sun Jan 29, 2017 1:56 am

Captain dungeness wrote:I think I'm not interested by it because it's just a combination of already existing voodoo. You could cast Fugitives, Swarm and Confuse to get almost exactly the same effect. If a card was added to hold a ship in place then I would just use that card +Foj/Swarm/Confuse instead of this card.


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