Witch Doctor Gameplay

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Witch Doctor Gameplay

Postby PFH » Tue Nov 14, 2017 10:17 pm

With everyone hating Witch Doctors and their style because of their near indestructable nature, I wanted to make something for it to make it an actual gameplay so that they can be hurt.

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Witch Doctor Gameplay

*****Witch Doctor is a special rank. Witch Doctors cannot be in a nation other than under the Witch Flag. The Witch Nation is not considered a normal nation, as you have to complete the Witch Doctor Ritual to obtain. The Witch nation cannot own a port, nor do they have a council. The Witch Nation only has ranks, each with specific perks to Voodoo castings and related formulas.

**Requirements to join
*Rules and effects of a Witch Class player
-Other factors in the Witch Nation:


Witch Doctor Ritual: **To join the Witch Ranks, you must sacrifice 1/10th of your cards (at random.) [Rounds up to the nearest whole number.]
**At the time in which you sacrifice cards, you can have only 10 different voodoo cards in the voodoo market (any number of each of the 10.)

*Cannot convert into the Witch Ranks if you have less than 1000 cards.

*Chances for rare cards increases 5% per rank. Starts at 10% at the New Blood rank.

*Any player not flying the Witch Flag and that contains 15 or less ships is considered a Witch Fake to those carrying the Witch Ranks and are susceptible to Witch effects only applying to those with the Witch ranks.

-Witch Doctors can label other players at Witch Fakes for a temporary time of 15 days duration of the call-out

**Must have spent 1000 turns first.

**Once becoming a witch doctor, you cannot change out of the rank for 30 days after the conversion ritual.

**Those under the Witch Flag have a chance of casted voodoo backfiring at them. Starts at 40% and decreases by 5% per rank increase. Mystic Double effect chances apply at backfire if the applicable rank applies.

*You cannot have presents from your wife, as making the witch nation converts you to reclusive actions and tradition. Also, your wife leaves you and all relationships are terminated.

*For each rank up, you must wait 15 days to receive the next rank up mission. This includes earning New Blood rank. (Wait 15 days after earning the new rank.)

**Minimum of 1 ship. Instead of ships being plundered, it is voodoo being plundered from chest when gold is low. (When attacking the Witch Doctor with ships.) This ship can be a Flagship, but that is another discussion for a Witch's Flagship.

*Your bank becomes closed when entering the Witch ranks. Witches don’t own banks. All accounts within the bank are frozen.

*If have 2 or more ships, you gain 15 danger at update per extra ship above 1. Ships in the marina do not count towards the ship count.

*Ships commandeered from players are immediately sent to shipwright and sold for 40% the base price and you earn 1 random voodoo card if the ship was a Brig or Higher (Card provided by the game.) Same applies when ships are plundered via ship battles. Also applies to shipwrecked ships found.

Ranks are:

New Blood:
As a brand new road to being a Witch Doctor, you have a new perk gained.
-Witch doctors earn fame per successful cast against anyone but themselves in this style:
Depending on the Avenge number, your amount of fame gained from the avenge card is multiplied by what avenge number it is.

1.) 100 fame per successful common hostile card cast. Black Death and Transport Immigrants give 300 fame instead.

2.) 250 fame per successful uncommon hostile card cast. If undercover applies, then earn double fame for that card’s cast
125 fame per successful helpful voodoo card cast.

3.) 500 fame per successful rare hostile card cast. If undercover applies, then earn double fame for that card’s cast.
250 fame per successful helpful voodoo card cast. Bribe casts give 400 fame per successful cast.

Underling:

To make this rank, top 5 nations will be targeted for hostile voodoo casting. This will require 50 ranks.

Certain players will have bonus rank points on them for casting specific voodoo at them. These players are chosen by the top 1st players in the hostility lists of the top 10 nations. The player with the highest hostility is number 1 on the rank list and lowest is number 10 on the rank list.

Destroy 10,000 crates of materials in Avonmora. Gold bars do not count.

This adds this ability:
-Storage of up to 250 turns normally

Shaman:

To make this rank, top 5 nations will be targeted for hostile voodoo casting. This will require 100 ranks.

Certain players will have bonus rank points on them for casting specific voodoo at them. These players are chosen by the top 1st players in the hostility lists of the top 10 nations. The player with the highest hostility is number 1 on the rank list and lowest is number 10 on the rank list.

Damage 10 ships of any player in the top 5 nations by over 50% with Voodoo cards.

This adds this ability:
-The 12 hour present timer gives you 3 presents instead of 1.

(Male/Female) Priest/Priestess of Black Magic:

To make this rank, top 5 nations will be targeted for hostile voodoo casting. This will require 100 ranks.

Certain players will have bonus rank points on them for casting specific voodoo at them. These players are chosen by the top 1st players in the hostility lists of the top 10 nations. The player with the highest hostility is number 1 on the rank list and lowest is number 10 on the rank list.

Damage 20 ships by over 50% owned by one of top 10 hostility players with Voodoo cards.

This adds this ability:
-Witch hut costs only 15 credits for a pack of cards.

Dark Arts Magician:

To make this rank, top 5 nations will be targeted for hostile voodoo casting. This will require 100 ranks.

Certain players will have bonus rank points on them for casting specific voodoo at them. These players are chosen by the top 1st players in the hostility lists of the top 10 nations. The player with the highest hostility is number 1 on the rank list and lowest is number 10 on the rank list.

Sink any ship of one of the players in one of the top 5 nations with voodoo cards.

Kill 10 million citizens in Avonmora.

This adds this ability:
-Chance of voodoo reflecting back upon enemy caster when enemy caster is under the Witch rank. Starts at 5% and adds 5% per level after this rank.

Cursed Diabolist:

To make this rank, top 5 nations will be targeted for hostile voodoo casting. This will require 150 ranks.

Certain players will have bonus rank points on them for casting specific voodoo at them. These players are chosen by the top 1st players in the hostility lists of the top 10 nations. The player with the highest hostility is number 1 on the rank list and lowest is number 10 on the rank list.

Send 2 players and all of their fleets into the plunder boards with danger of 3 or higher. These players must be in the same guild.

Steal 1,000,000 Fame from players with Voodoo cards.

This adds this ability:
Mystic Double: Starts at 2% and adds 2% per level after this one. Chances to cast 2 voodoo cards for the cost of 1 cast. Only 1 card would be taken out of chest for the effect.

Shadow Spellbinder:

To make this rank, top 5 nations will be targeted for hostile voodoo casting. This will require 150 ranks.

Certain players will have bonus rank points on them for casting specific voodoo at them. These players are chosen by the top 1st players in the hostility lists of the top 10 nations. The player with the highest hostility is number 1 on the rank list and lowest is number 10 on the rank list.

Sink a Galleon or higher that is owned by one of the 10 players with Voodoo cards.

Send one of the top 10 player’s fleets on the board with over 90 danger.

Steal 1,000,000 gold coins from players with Voodoo cards.

Kill 50 million citizens in Avonmora with Voodoo cards.

This adds this ability:
-Hostile voodoo curses last twice as long.
-Time Spiral and Confuse now do double the effect damage when targeting another player under the witch flag (Avenge number is not doubled.)

Forbidden Conjurer:

To make this rank, top 5 nations will be targeted for hostile voodoo casting. This will require 200 ranks.

Certain players will have bonus rank points on them for casting specific voodoo at them. These players are chosen by the top 1st players in the hostility lists of the top 10 nations. The player with the highest hostility is number 1 on the rank list and lowest is number 10 on the rank list.

Kill 60 million citizens in Avonmora with Voodoo cards.

Steal a Brig or higher with voodoo cards from one of the top 10 players on the hostility list.

Sink a ship owned by one of the top 10 players on the hostility list.

Add 40 million citizens to Avonmora with Voodoo cards.

This adds this ability:
-Any hostile cards that steal now steal double the original (Ex: Booty master now steals 6-14% of the gold. Another Ex: Thieving magpie now steals 2 cards instead of 1.)

Witch doctor:

To make this rank, top 5 nations will be targeted for hostile voodoo casting. This will require 250 ranks.

Certain players will have bonus rank points on them for casting specific voodoo at them. These players are chosen by the top 1st players in the hostility lists of the top 10 nations. The player with the highest hostility is number 1 on the rank list and lowest is number 10 on the rank list.

Sink a Frigate or higher that is owned by one of the top 10 players on the rank list with Voodoo cards.

Remove 1 Mindbar or 10 Counter-curses from players in Avonmora with voodoo cards. (Simply hitting a Counter-curse with any card counts as removing it.)

Remove 200 turns from players in Avonmora with Voodoo cards.

Kill 65 million citizens in Avonmora with Voodoo cards.

Steal 3 million fame from players in Avonmora with voodoo cards.

Destroy 100,000 crates in any player’s warehouse (s.) Gold bars do not count toward this.

Destroy 10,000 crates of gold bars.

This adds these abilities:
-Normal turn storage is 350
-Any voodoo cast against you from a non-witch ranked player now has a 25% chance to fire back at them. (If cards that target specific ships are casted and are reflected, it targets a random ship of the reflected new target instead.)
-You may sacrifice x million fame to add x random voodoo cards to your chest. Cool down time is 24 hours.
-May call out Witch Fakes that lasts 15 days.
-Each update adds 3% of your current fame to yourself.
-Mindbar’s effect is increased by 10%, but decreases every 24 hours during the active effect. (85% first 24 hours, 80% next 24, then 75% last 24.)


*****Anyone who makes Witch Doctor earns a milestone called The Witch Doctor.


Each hostile card has a certain amount of ranks given. Here is the list:

-Ambush [8 ranks]
-Antagonize [5 ranks]
-Assassin [7 ranks]
-Blacklist [3 ranks]
-Booty Master [4 ranks]
-Call Leviathan [10 ranks]
-Call of the Kraken [5 ranks]
-Conspiracy [4 ranks]
-Control the Skies [1 rank]
-Commandeer [4 ranks if stealing below a Brig of War. 7 ranks if higher than Brig of War.]
-Confuse [6 ranks]
-Disfavor [3 ranks]
-Expensive Tools [3 ranks]
-Fugitive from Justice [6 ranks]
-Flood [1 rank]
-Fire Ship [3 ranks]
-Hands of Gold [1 rank]
-Hostile Natives [4 ranks]
-Human Rights [1 rank]
-Hostile Waters [2 ranks]
-Lazy Craftsman [1 rank]
-Official List of Demands [4 ranks]
-Propaganda [6 ranks]
-Public Relationships [4 ranks]
-Pirate Tales [4 ranks]
-Ravage [8 ranks]
-Rotten Food (Only if cargo is actually destroyed in the ship.) [1 rank] [4 ranks if gold bars were removed from ship.]
-Swarm of Worms [4 ranks]
-Sabotage [6 ranks]
-Taxation [5 ranks]
-Terrorize [2 ranks]
-Thieving Magpie [4 ranks]
-Time Spiral [3 ranks]
-Urban Legends [2 ranks]
-Vengeance of the Witch Doctor [1 rank]
-Voodoo Storm [1 rank]
Last edited by PFH on Tue Nov 14, 2017 10:31 pm, edited 1 time in total.
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Re: Witch Rank

Postby OG Deadking » Tue Nov 14, 2017 10:24 pm

+1
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Re: Witch Doctor Gameplay

Postby Zephore » Thu Nov 16, 2017 9:19 am

I don't know. This is simply.. A witch doctor who really want to, can be unbreakable.


Needs a serious counter, if this is ever considered into the game.
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Re: Witch Doctor Gameplay

Postby Dmanwuzhere » Thu Nov 16, 2017 5:27 pm

-1 pure garbage.
If you make ranking in nations as costly and dictate the loss of 10 percent of ships and so much trade goes to charity and which trade routes you must take you would find it as asinine as I find this proposal. It is on the surface a proposal for a benefit to one who is considered a witch doctor but it is clearly designed to dictate the major loss of voodoo to the class initially and then tons more for supposed ranking. But the actual goal of this proposal is the free voodoo one could get from someone low on gold and to weaken the class as a whole.
Furthermore for any serious consideration to such comical propositions I would like to see someone with more than a couple thousand voodoo curses try and regulate what is good and gainful for others with more voodoo.
Your proposal would cost you what? 130 cards maybe 200? It's been awhile since I looked, but you think someone losing more cards at 10 percent which is more voodoo than you currently hold is ok lol.
How about a base loss of 1300 cards period? No? Why not? Because it is not designed for the witch doctor its designed to control, manipulate and gain free cards which is why a -1 and the pure garbage rating. :beer
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Re: Witch Doctor Gameplay

Postby Shadowood » Thu Nov 16, 2017 5:51 pm

I will post what I said to you in private...

Kudos for putting a decent amount of thought into a new game feature. The game needs players like you that come up with ideas... GOOD OR BAD.

There have been lots of Sub-par ideas that, after some discussion, something good came out of it. So good job.

On that note, this is not something the game needs currently. The current state of the game needs to focus more on Ships and diverting power from voodoo to Ship Abilities. (IMO)

-1 for me. But keep the suggestions coming.
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Re: Witch Doctor Gameplay

Postby DezNutz » Thu Nov 16, 2017 7:58 pm

Deznutz wrote:I will post what I said to you in private...

Kudos for putting a decent amount of thought into a new game feature. The game needs players like you that come up with ideas... GOOD OR BAD.

There have been lots of Sub-par ideas that, after some discussion, something good came out of it. So good job.

On that note, this is not something the game needs currently. The current state of the game needs to focus more on Ships and diverting power from voodoo to Ship Abilities. (IMO)

-1 for me. But keep the suggestions coming.


Well, not exactly what I said in private to him, but that's close enough.
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Re: Witch Doctor Gameplay

Postby Shadowood » Thu Nov 16, 2017 8:28 pm

DezNutz wrote:
Well, not exactly what I said in private to him, but that's close enough.


:D

I see what you did there.
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Re: Witch Doctor Gameplay

Postby DezNutz » Thu Nov 16, 2017 8:29 pm

Shadowood wrote:
DezNutz wrote:
Well, not exactly what I said in private to him, but that's close enough.


:D

I see what you did there.


The funny part is that I actually did say something very similar to him in private.
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