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Countercurse

PostPosted: Sun Jan 03, 2021 3:37 am
by The Lamb
So I was thinking, when someone hits a countercurse, should the voodoo they tried to cast be reflected back at them?

Re: Countercurse

PostPosted: Sun Jan 03, 2021 4:49 am
by Madshan
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Re: Countercurse

PostPosted: Sun Jan 03, 2021 5:13 am
by Dmanwuzhere
seems a waste of coding considering the best countercurse wasting voodoo is positive voodoo
some require fleet numbers so how do you decide which of shadows fleets will receive his favorite drums of war
me personally i dont care to have hns cast back at me as i dont sail fleets but if i did cast it and had a mb and cc up but it hits my cc does it then redirect it back at the intended target?
yeah too much coding and planning for no real impact

Re: Countercurse

PostPosted: Sun Jan 03, 2021 5:39 am
by PFH
That’s good for thought.

I could see it as players like traders wouldnt use flood to cc burn like a pirate would and someone wouldn’t use spirals either.

How would drums and bless work though?

Re: Countercurse

PostPosted: Sun Jan 03, 2021 4:12 pm
by The Lamb
I wouldn't see it as a coding nightmare. If voodoo is cased that is fleet specific, when it was countered, it would go to a random fleet belonging to the casting player and it only works for 1 volley. That is to say you can't have it just ping pong back and forth infinitely from cc to cc.

Think of it as a counter punch. You throw one back, not just dodge it. That's called dodging not countering. :)

Re: Countercurse

PostPosted: Sun Jan 03, 2021 4:16 pm
by Haron
This is modelled after countercurse from D&D, I believe, which counters a spell, meaning it stops it. I see no reason to change this. First, it won't really hurt the attacker, as only junk is used to remove CCs anyway. Secondly, CCs are already powerful, so if it DID make it more powerful, I would still be opposed to this change.

Re: Countercurse

PostPosted: Sun Jan 03, 2021 4:18 pm
by Leo -⁠_-
This would probably make countercurse too OP, especially for an uncommon type. And even if it did what you're suggesting with the random fleet/ship, it would still be a jungle of code. Programming it would mean needing to make a case for pretty much every type of card cast. And how would a card like hired diplomat that can't be cast on yourself work? You cast on them, it bounces off their cc, and then what?

Re: Countercurse

PostPosted: Sun Jan 03, 2021 4:23 pm
by The Lamb
All very valid arguments :beer :beer

Re: Countercurse

PostPosted: Sun Jan 03, 2021 4:25 pm
by Meliva
I think perhaps if we ever have witch hut, a new voodoo called reflect or something could serve this purpose. Even then, it's debatable whether or not such a card is needed. Like other's pointed out, most folks use junk to clear CC's. Reflecting voodoo won't be very useful except if you get lucky or the person doesn't know what their doing.

Re: Countercurse

PostPosted: Mon Jan 04, 2021 2:10 pm
by DezNutz
Moved to General Discussion. There is an idea here, but insufficient details to be a complete suggestion.

For the most part, I agree with the arguments made against this idea for the existing countercurse voodoo card.

However, the idea has merit from a Witch Hut/Legendary Voodoo standpoint.

For instance, a Legendary Countercurse that counters specific voodoo casts. Voodoo other than the selected counter would pass through as if the curse wasn't in place. But if a player casts the selected Card, the curse is both blocked and cast against the caster.

For Example:
Player A casts LCC on themselves with a target of Confuse.
Player B casts a variety of voodoo (HNs, FFJs, TS, Taxation, etc.) on Player A.
Player A's LCC ignores those casts as it isn't the identified curse.
Player B casts Confuse on Player A.
Player A's LCC blocks and counters Confuse
Confuse is now active on Player B.