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(Legendary) Voodoo idea, Mystic Cast
Posted:
Fri May 13, 2016 12:02 pm
by Grimrock Litless
Name : Mystic Cast
(20 turn cost)
Counters the next 3 voodoo cast and double the effect time of the countered voodoo and double the damage of the voodoo, does not counter good voodoos, countered voodoo are counted as cast from #0 the person that have this voodoo on him can't remove the effect.
Counters port voodoo and player voodoo(Mostly Heavy Voodoo like Duration voodoos and so forth)
Duration : Infinity(3 of this voodoo can be stacked on one person)
Recipe cost
5 CounterCurse
1 Mindbar
2 FoJ
2 Hostile Natives
2 Hostile Waters
Craft Duration
72 hours
A Snowballing voodoo. Had snowballing voodoo ideas, shared it, hope it works out, and hmmm... Feel free to put what you think.
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Fri May 13, 2016 6:55 pm
by Meliva
the 1 of each voodoo cost is a bit much in my opinion. that would be 89 voodoo(some of which would be very valuable ones) along with 10 countercurses for just one voodoo.
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Fri May 13, 2016 8:29 pm
by Stan Rogers
Meliva wrote:the 1 of each voodoo cost is a bit much in my opinion. that would be 89 voodoo(some of which would be very valuable ones) along with 10 countercurses for just one voodoo.
Yea, but you would never be attacked again.
Duration : Infinity(3 of this voodoo can be stacked on one person)
"
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Fri May 13, 2016 8:36 pm
by Meliva
it only counters the next 3 curses, so if you knew someone had this, just use 3 small curses(or 9 if they have 3 of them) and boom its gone. in other words I could just cast, rotten food 9 times and its gone. so they would have used 3 of each voodoo, plus 30 countercurses just to protect against 9 rotten foods.
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Fri May 13, 2016 10:43 pm
by Grimrock Litless
Does not counter fireship, rotten food or port voodoos, counter player cast voodoos only.
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Fri May 13, 2016 11:00 pm
by Meliva
then I would cast 9 floods. the point I'm making is that your giving up a BUNCH of voodoo just to make a single voodoo that will only counter 3 curses. hell your using 10 counter curses. that would counter 10 curses on their own. this is a good idea to make a better version of counter curse, but the cost to make a single one is way too much. I suggest maybe have it cost 5 counter curses, and 5-10 of 1 or 2 other voodoo. but one of each voodoo plus 10 countercurses is a bad return rate.
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Sat May 14, 2016 12:33 am
by Grimrock Litless
Meliva wrote:then I would cast 9 floods. the point I'm making is that your giving up a BUNCH of voodoo just to make a single voodoo that will only counter 3 curses. hell your using 10 counter curses. that would counter 10 curses on their own. this is a good idea to make a better version of counter curse, but the cost to make a single one is way too much. I suggest maybe have it cost 5 counter curses, and 5-10 of 1 or 2 other voodoo. but one of each voodoo plus 10 countercurses is a bad return rate.
Flood is counted as a fleet voodoo, but you also cast it on a player, but it only counters voodoo that has a duration, like hostile waters and such.
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Sat May 14, 2016 12:52 am
by Meliva
so then it wouldn't protect from Call Leviathan, or Call Kraken, or assassin. none of those have durations. you see Guluere this card is full of holes. you keep adding conditions to it and now its worthless. If it protects against 3 voodoos, then we can get rid of it with 3 weak voodoos. but by adding conditions for what voodoos it can or can not block makes it to where its just an expensive less effective version of countercurse.
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Sat May 14, 2016 2:13 am
by Grimrock Litless
Meliva wrote:so then it wouldn't protect from Call Leviathan, or Call Kraken, or assassin. none of those have durations. you see Guluere this card is full of holes. you keep adding conditions to it and now its worthless. If it protects against 3 voodoos, then we can get rid of it with 3 weak voodoos. but by adding conditions for what voodoos it can or can not block makes it to where its just an expensive less effective version of countercurse.
This means that certain voodoo can't be countered and certain can.
Give me what you think can be countered and what can't.
Re: (Legendary) Voodoo idea, Mystic Cast
Posted:
Sat May 14, 2016 2:26 am
by Meliva
mate first you said it would counter the NEXT 3 voodoo(except good voodoo) and doubles the damage of the voodoo countered. then when I pointed a very big flaw that any bad voodoo can be cast until its gone, you add as a further exception it only counters player cast voodoo, and then when I point another flaw you further add another exception of only duration type voodoo. and now you wish to know how I would implement it, so I will tell you.
Now then what I would suggest with this voodoo is simply make it a improved countercurse. you had it right the first time. my main problem was with the cost. instead of 10 countercurses and 1 of each voodoo, make it 5 countercurses, lets say 10 bless and 1 mindbar. have it last until 3 harmful voodoo are cast, and have it double the damage back at caster.