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Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:01 am
by Donald Trump
I think that a Witch/Warlock character would be very amusing and a solid replacement of "Witch Hut."

The Witch/Warlock crafts voodoo for you, but it depends of their level. Their level is decided by the amount of non-trading voodoo curses you cast on other active players.

And then tiers of Legendary Voodoo

Tier 1: Level 1 - 5 Witch/Warlock, crafts only Tier 1 Legendary Voodoo
Tier 2: Level 6 - 10 Witch/Warlock, crafts Tier 1+2 Legendary Voodoo + Level 10 = extra voodoo curse from Warlock/Witch every day.
Tier 3: Level 11 - 15 Witch/Warlock, crafts Tier 1+2+3 Legendary Voodoo
Tier 4: Level 16 - 20 Witch/Warlock, crafts all Tier Legendary Voodoo
Every level as well lowers the crafting time by 2%.

Even though all voodoo is open for building at level 16, level 20 will give you one extra voodoo per day from your Witch/Warlock (2 daily)

Tier 1 and Tier 2 will be very easily earned.

Tier 1 - 200 Curses cast
Tier 2 - 500 Curses cast
Tier 3 - 1500 Curses cast
Tier 4 - 3500 Curses cast

This is something I believe will encourage action, and stray away from the cookie cutter Hideout build where everything is earned by coin and grinding. I think this "peaceful grind" style of becoming powerful has left some players with loads of wealth, but too little experience in battle. If there was a way to at least balance this; I think the game's community would become far more interesting.

+1 Archive

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:06 am
by Mugiwara
I really liked your suggestion. Honestly the name of the building doesnt make much difference for my aspect.

But the legendary cards crafting depends on voodoo usage hopefully will bring some actions and like you said battle experience to the game. Im comfortable with the numbers it shouldnt be that easy to achieve and craft legendary voodoos that easily.

in my opinion this suggestion will fit perfectly define legendary voodoo.

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:13 am
by Sebena
huge -1

it tips balance off way to much ou are forcing someone who calsify themselves as merchants to cast things and risk all hard workjust to get chance of defending aggainst some players who has no ships no nothing valuable just voodoo which they throw around....

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:17 am
by Donald Trump
Wolfie wrote:huge -1

it tips balance off way to much ou are forcing someone who calsify themselves as merchants to cast things and risk all hard workjust to get chance of defending aggainst some players who has no ships no nothing valuable just voodoo which they throw around....


This is of course optional Wolfie. You are not "forced" to cast on others. It is clearly optional, and for those who wish to reach those higher Tier Legendary voodoo.

As well, what gives you the right to speak for merchants? Are you the master merchant? I have not been alerted of such. Those who classify themselves as merchants classify themselves as merchants. There is no need to advocate as some type of spokesperson for a diverse group of people.

With big power such as Legendary Voodoo, you should not be able to sit on your ass all day and collect coins. You have to work for it, and I find this a perfect balance between all the other things you can earn with coin. Is exploring other game mechanics really that frighting for you, or that merchanting can't be the only way for achieving power?

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:24 am
by Meliva
Wolfie wrote:huge -1

it tips balance off way to much ou are forcing someone who calsify themselves as merchants to cast things and risk all hard workjust to get chance of defending aggainst some players who has no ships no nothing valuable just voodoo which they throw around....


I don't really like the requirements myself, but it wouldn't be hard to find ways around it. you find a partner to help you with it for example, both of you erase your trade routes then spam floods. that's just one way I can think of.

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:27 am
by Donald Trump
Meliva wrote:
Wolfie wrote:huge -1

it tips balance off way to much ou are forcing someone who calsify themselves as merchants to cast things and risk all hard workjust to get chance of defending aggainst some players who has no ships no nothing valuable just voodoo which they throw around....


I don't really like the requirements myself, but it wouldn't be hard to find ways around it. you find a partner to help you with it for example, both of you erase your trade routes then spam floods. that's just one way I can think of.



Their level is decided by the amount of non-trading voodoo curses you cast on other active players.


1. Preparing any type of harmful casting on other player and telling that player that you will cast on them is against the rules.
2. Floods are voodoo that affects trade routes. So "non-trading voodoo curses"

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:27 am
by Sebena
first of all I am familiar with a lot different mechanics of the game... I believe that this is free country (at least here where I am ) and I have right on my opinion... if you are offended by it that is your peoblem not my you can't forbid me that right since you would break my human rights...

secondly where are gold bars in all this idea? nowhere... what admins and goldsmithers would like to see is more use for gold bars so that entire aspect of the game gets some meaning and practical use.

Why I comment on merchants side well I can ask you same question why are you making suggestions involving voodoo castings are you maste caster or some sort of voodoo king....

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:31 am
by Mugiwara
there are a lot of voodoo options which not count as trade voodoos but not hostile too. Bless drum of wars Advanced piracy favorable winds control the sky you dont need to cast on others or cast hostile voodoos to achieve that amounts. Even the higher level requirements impossible for me still im ok with that. it shouldnt be that easy.

And meliva i guess arrange voodoo usage will be against rules.

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:31 am
by Donald Trump
Wolfie wrote:first of all I am familiar with a lot different mechanics of the game... I believe that this is free country (at least here where I am ) and I have right on my opinion... if you are offended by it that is your peoblem not my you can't forbid me that right since you would break my human rights...

secondly where are gold bars in all this idea? nowhere... what admins and goldsmithers would like to see is more use for gold bars so that entire aspect of the game gets some meaning and practical use.

Why I comment on merchants side well I can ask you same question why are you making suggestions involving voodoo castings are you maste caster or some sort of voodoo king....


I am not saying "anyone who classifies themselves as x = y." I am doing a mere suggestion.

It is very clear it would be upgraded by coin. Gold bars is just another way of coin.

And I am not offended, simply arguing with you means I am offended, or are you trying to divert this argument?

And why are you trying to bring in "free country" into this? Am I taking away your voice, or questioning it? I believe it is "questioning."

Re: Voodoo Warlocks and Witches

PostPosted: Sat Jan 14, 2017 1:35 am
by Meliva
actually I looked at the rules again after I realized I may have just given a rule breaking suggestion, but it says arranged battles, and deals on the market are against the rules, but nothing about voodoo. and also DoS, there are other voodoo that doesn't affect trade that can substiture floods, rotten food for example.
but if you can link me to where it says arranged voodoo is against the rules I will gladly admit I am wrong. the last thing I want is to break the game rules or encourage the breaking of the rules.