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(Legendary) God of Fate
Posted:
Fri Jun 17, 2016 12:07 pm
by Grimrock Litless
(8 Turns)
(24 hours)
If the target cast any voodoo on you when this voodoo is on him, all of his fleet gain 1 danger per cast. And his cast have a 25% to fail.
Craft cost
3 FoJ
5 Chains of justice
15 Credits
Craft time
To be decided
Unlock cost
To be decided
Unlock time
96 Hours
Re: (Legendary) God of Fate
Posted:
Fri Jun 17, 2016 12:10 pm
by Ser Georges
Guluere wrote:(8 Turns)
(24 hours)
If the target cast any voodoo on you when this voodoo is on him, all of his fleet gain 1 danger per cast. And his cast have a 25% to fail.
Craft cost
3 FoJ
5 Chains of justice
15 Credits
Craft time
To be decided
Unlock cost
To be decided
Unlock time
96 Hours
+1 i like the idea
Re: (Legendary) God of Fate
Posted:
Fri Jun 17, 2016 12:30 pm
by Haron
First, let me say that I think the principle of gaining danger when casting voodoo at first seemed like a good idea to me. However: Should the target really want to cast voodoo back, he could first remove the God of Fate with serenity. Unless you make it "immune" to serenity, which is a very powerful (too powerful?) effect. This holds for most voodoo that is only effective against a logged in player, but against a Legendary card, spending the serenity will probably usually be worth it (whereas removing a "chains of justice" may not be worth the serenity card). Thoughts on that?
If you think it SHOULD be so powerful as to be immune to serenity (I don't think I like that; at least the idea needs some maturing), I at least think the time should be reduced. There are situations where even one hour of this effect would be valuable. Or if it is NOT immune to serenity, this seems not like a legendary card. Maybe uncommon, like chains of justice is.
With this in mind, I think this card needs more thought.
Re: (Legendary) God of Fate
Posted:
Fri Jun 17, 2016 12:31 pm
by Grimrock Litless
Haron wrote:First, let me say that I think the principle of gaining danger when casting voodoo at first seemed like a good idea to me. However: Should the target really want to cast voodoo back, he could first remove the God of Fate with serenity. Unless you make it "immune" to serenity, which is a very powerful (too powerful?) effect. This holds for most voodoo that is only effective against a logged in player, but against a Legendary card, spending the serenity will probably usually be worth it (whereas removing a "chains of justice" may not be worth the serenity card). Thoughts on that?
If you think it SHOULD be so powerful as to be immune to serenity (I don't think I like that; at least the idea needs some maturing), I at least think the time should be reduced. There are situations where even one hour of this effect would be valuable. Or if it is NOT immune to serenity, this seems not like a legendary card. Maybe uncommon, like chains of justice is.
With this in mind, I think this card needs more thought.
I heard that legendary can't be removed by cleaning voodoo, maybe wrong on my part.
Re: (Legendary) God of Fate
Posted:
Fri Jun 17, 2016 1:25 pm
by Haron
If that's right, I have missed it, Guluere. Also, if that IS the case (can anyone confirm this?), I would suggest a "Legendary Serenity", which spesifically CAN remove other legendary curses. That way,removing legendary curses is POSSIBLE, but more expensive than removing other curses. And so the tradeoff is more "fair".