New Voodoo Ability

Any game related discussion can take place here. Examples: Discuss about how bad the merchant rates have been lately, how rich you have became by following this specific strategy which now needs to stop etc etc

Which do u like most?

Impervious
1
10%
Be-witched
0
No votes
Mystery
0
No votes
Guardian
3
30%
Corruption
1
10%
Resistance
3
30%
Berserk
2
20%
 
Total votes : 10

Re: New Voodoo Ability

Postby Haron » Sun Dec 11, 2016 8:17 am

I think maybe having this on confuse makes that too powerful. It already has the "avenge" ability. It is, however, also the card that makes most sense to put it on, since that has to be cleared by someone else.

And is the card cleared if the infection happens or not?
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Re: New Voodoo Ability

Postby Grimrock Litless » Sun Dec 11, 2016 8:24 am

Haron wrote:I think maybe having this on confuse makes that too powerful. It already has the "avenge" ability. It is, however, also the card that makes most sense to put it on, since that has to be cleared by someone else.

And is the card cleared if the infection happens or not?


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Re: New Voodoo Ability

Postby William one eye » Sun Dec 11, 2016 10:58 am

I was suggesting that infection possibility is independent of the attempt to clear. So if the clearing would normally be successful, it will remain so.

I liked Grimrocks suggestion that this should follow the same timeline as the original cast. Otherwise it could perpetuate far to much.

If this was not a chance based ability it would be far to powerful.
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Re: New Voodoo Ability

Postby Haron » Sun Dec 11, 2016 10:59 am

Can you "infect" yourself when clearing your own voodoo?
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Re: New Voodoo Ability

Postby Most Lee Harmless » Sun Dec 11, 2016 11:09 am

Utter nonsense idea : we dont need or want perpetual voodoo : its powerful enough already when used correctly : making the clearing of voodoo carry such a risk is ridiculous : I clear you, get infected, Lt clears me, gets infected, Stan clears LT, gets infected... what is this, some idiots idea of Typhoid Mary's Revenge?


Addendum : It has been suggested to me that I have been less than charitable or diplomatic in my above response : that might be fair comment, but this continual drip-drip of asking for assorted 'cast once, win it all' voodoo it tiring to read : it suggests to me that folk aint taking the time or effort to learn and understand how our existing voodoo works, either singly or in combination : in the right hands, it is already scarily effective : now we get this silly notion that anyone aiding a pal by clearing their voodoo should run the risk of suffering the same cast themselves in some insane daisy chain of infection. That does not encourage good guild practice, quite the reverse : now, some macho types seem to feel carrying a dozen casts from their foes is a sign of good play and enormous skill : its not - its plain stupidity in my view. caring for and guarding your guildmates is rule number one in any good guild. Its what cements team-mates and empowers all in the guild. this idea is idiotic, no other word (printable that is) comes ot mind to describe it.
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Re: New Voodoo Ability

Postby Grimrock Litless » Sun Dec 11, 2016 12:02 pm

Danik wrote:Utter nonsense idea : we dont need or want perpetual voodoo : its powerful enough already when used correctly : making the clearing of voodoo carry such a risk is ridiculous : I clear you, get infected, Lt clears me, gets infected, Stan clears LT, gets infected... what is this, some idiots idea of Typhoid Mary's Revenge?


Addendum : It has been suggested to me that I have been less than charitable or diplomatic in my above response : that might be fair comment, but this continual drip-drip of asking for assorted 'cast once, win it all' voodoo it tiring to read : it suggests to me that folk aint taking the time or effort to learn and understand how our existing voodoo works, either singly or in combination : in the right hands, it is already scarily effective : now we get this silly notion that anyone aiding a pal by clearing their voodoo should run the risk of suffering the same cast themselves in some insane daisy chain of infection. That does not encourage good guild practice, quite the reverse : now, some macho types seem to feel carrying a dozen casts from their foes is a sign of good play and enormous skill : its not - its plain stupidity in my view. caring for and guarding your guildmates is rule number one in any good guild. Its what cements team-mates and empowers all in the guild. this idea is idiotic, no other word (printable that is) comes ot mind to describe it.


Yes, this is why William proposed the use of chance base, and have the chance of infection being very low.
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Re: New Voodoo Ability

Postby Most Lee Harmless » Sun Dec 11, 2016 12:16 pm

Grimrock Litless wrote:
Danik wrote:Utter nonsense idea : we dont need or want perpetual voodoo : its powerful enough already when used correctly : making the clearing of voodoo carry such a risk is ridiculous : I clear you, get infected, Lt clears me, gets infected, Stan clears LT, gets infected... what is this, some idiots idea of Typhoid Mary's Revenge?


Addendum : It has been suggested to me that I have been less than charitable or diplomatic in my above response : that might be fair comment, but this continual drip-drip of asking for assorted 'cast once, win it all' voodoo it tiring to read : it suggests to me that folk aint taking the time or effort to learn and understand how our existing voodoo works, either singly or in combination : in the right hands, it is already scarily effective : now we get this silly notion that anyone aiding a pal by clearing their voodoo should run the risk of suffering the same cast themselves in some insane daisy chain of infection. That does not encourage good guild practice, quite the reverse : now, some macho types seem to feel carrying a dozen casts from their foes is a sign of good play and enormous skill : its not - its plain stupidity in my view. caring for and guarding your guildmates is rule number one in any good guild. Its what cements team-mates and empowers all in the guild. this idea is idiotic, no other word (printable that is) comes ot mind to describe it.


Yes, this is why William proposed the use of chance base, and have the chance of infection being very low.


It is still idiotic : what purpose does it serve, save to discourage friends helping out and prevent casts being cleared? Is that such a problem in the game that we must discourage it? Think it thru : its a lovely thing if its you that's casting on a target : but voodoo travels both ways : do you really think being on the sharp end of such 'chances' is good for the game? Would you be happy to log on and find it all gone and hear your guildmates apologise cos they didnt fancy the risk of cleaning you? Its not been thought through, its not been balanced with both sides of game-play offense AND defense: its yet another attempt to get a single voodoo cast to do more and more so you have to work less and less to get the win : Why not add the 1% chance that, in the event of being cast on, the player cant use chat, or mail, or enter a bank, or access their voodoo page, heck.. lets just delete his account too... after all, if we leave it at a 1% chance.. apparently, who could ever complain about that?
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Re: New Voodoo Ability

Postby Grimrock Litless » Sun Dec 11, 2016 12:40 pm

Danik wrote:
Grimrock Litless wrote:
Danik wrote:Utter nonsense idea : we dont need or want perpetual voodoo : its powerful enough already when used correctly : making the clearing of voodoo carry such a risk is ridiculous : I clear you, get infected, Lt clears me, gets infected, Stan clears LT, gets infected... what is this, some idiots idea of Typhoid Mary's Revenge?


Addendum : It has been suggested to me that I have been less than charitable or diplomatic in my above response : that might be fair comment, but this continual drip-drip of asking for assorted 'cast once, win it all' voodoo it tiring to read : it suggests to me that folk aint taking the time or effort to learn and understand how our existing voodoo works, either singly or in combination : in the right hands, it is already scarily effective : now we get this silly notion that anyone aiding a pal by clearing their voodoo should run the risk of suffering the same cast themselves in some insane daisy chain of infection. That does not encourage good guild practice, quite the reverse : now, some macho types seem to feel carrying a dozen casts from their foes is a sign of good play and enormous skill : its not - its plain stupidity in my view. caring for and guarding your guildmates is rule number one in any good guild. Its what cements team-mates and empowers all in the guild. this idea is idiotic, no other word (printable that is) comes ot mind to describe it.


Yes, this is why William proposed the use of chance base, and have the chance of infection being very low.


It is still idiotic : what purpose does it serve, save to discourage friends helping out and prevent casts being cleared? Is that such a problem in the game that we must discourage it? Think it thru : its a lovely thing if its you that's casting on a target : but voodoo travels both ways : do you really think being on the sharp end of such 'chances' is good for the game? Would you be happy to log on and find it all gone and hear your guildmates apologise cos they didnt fancy the risk of cleaning you? Its not been thought through, its not been balanced with both sides of game-play offense AND defense: its yet another attempt to get a single voodoo cast to do more and more so you have to work less and less to get the win : Why not add the 1% chance that, in the event of being cast on, the player cant use chat, or mail, or enter a bank, or access their voodoo page, heck.. lets just delete his account too... after all, if we leave it at a 1% chance.. apparently, who could ever complain about that?


Ok
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Re: New Voodoo Ability

Postby Stan Rogers » Sun Dec 11, 2016 3:09 pm

Danik wrote: It has been suggested to me that I have been less than charitable or diplomatic in my above response




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Re: New Voodoo Ability

Postby William one eye » Sun Dec 11, 2016 6:36 pm

Danik wrote: It has been suggested to me that I have been less than charitable or diplomatic in my above response


Its a discussion, if everyone agreed and everything got implemented there would be a lot of terrible ideas active in the game.
I take no offense.

Yes there are some pretty negative things about this idea.
what I like about it is the following,

player A - has 200 serentiy
player B gets cast on - he is a good friend or player A and pulls his weight in the guild
player C gets cast on - he is a leach and just uses the guild for protection.

player A could easily clear all voodoo from both players. They will likely still clear player B however they are less likely to clear player C

This may however be very negative for training guilds.

suggested counter balance to this - potential that purify or serenity double in effect.

so serenity - 25% chance in may clear 2 of the selected curse if there are more than 2 active
or purify has a 25% chance it may clear 2 random curses
with this ability on purify it could cause just as much harm as good.


Haron - I suspect if you are trying to clear from yourself, there is the possibility that you could infect and add another curse to yourself.
seems kind of horrible, but would be nice for the person who is casting on you.

Overall - i don't see any abilities I really like enough to want implemented- including this one that I suggested.
however as suggested by others, abilities should be submitted in this way, ability and the cards it affects,
with consideration for possible ramifications.


In general, after playing for a few months, I am fairly happy with the voodoo system as it is, I like the cards we currently have and
don't really see the need for additional cards or abilities. But I certainly will add ideas to discussion If I have them.
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