Sea of Debris (Voodoo)

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

+1 or -1

+1 - I have read the voodoo AND the comments.
5
42%
-1 - I have read the voodoo AND the comments.
7
58%
 
Total votes : 12

Re: Sea of Debris (Voodoo)

Postby ChaIbaud » Sat Jun 11, 2016 7:02 pm

-1. turn cost is at max 17 for a potential gain of millions of gold coins. seems a bit broken but if it gets passed i wont have a problem using it
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Re: Blockade

Postby Grimrock Litless » Sat Jun 11, 2016 7:04 pm

Ramen noodles wrote:
Guluere wrote:
Ramen noodles wrote:No one would create such a decoy for one voodoo card. As well, how come players like Juicy and Phoenix can own less than 10 fleets, and still be rich? Relying on voodoo.


True, I think the turn cost should go down, and the duration should go down as well. If that happens. +1

Done.


I was thinking the duration should be around 6 hours or so. So that it is never always too powerful against only one role.

Because it could cost a trader a lot of money lost getting drowned in loans, and that the turn cost is just right but is not too long. So that it is good vs pirates and even traders.
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Re: Sea of Debris (Voodoo)

Postby Donald Trump » Sat Jun 11, 2016 7:06 pm

Chaulbad wrote:-1. turn cost is at max 17 for a potential gain of millions of gold coins. seems a bit broken but if it gets passed i wont have a problem using it


What do you mean? I did not understand " potential gain of millions of gold coins"
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Re: Sea of Debris (Voodoo)

Postby Grimrock Litless » Sat Jun 11, 2016 7:07 pm

I've seen a lot of voodoo that helps mostly only 1 role, its pirates or traders.

FoJ, HN, and so on.

On the + side there is HW, East and West, and so on.

I always think that when a voodoo that would hurt someone should be worth it for both parties or more.
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Re: Sea of Debris (Voodoo)

Postby Grimrock Litless » Sat Jun 11, 2016 7:09 pm

Ramen noodles wrote:
Chaulbad wrote:-1. turn cost is at max 17 for a potential gain of millions of gold coins. seems a bit broken but if it gets passed i wont have a problem using it


What do you mean? I did not understand " potential gain of millions of gold coins"


For some reason Chaulbad always say some stuff, and they never actually make sense, like how I suggested a new card ability and he said that would make the voodoo too powerful and got wrote the too into to. Without knowing what the voodoo could be and he just said it, for no reason at all and no sense at all.
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Re: Sea of Debris (Voodoo)

Postby ChaIbaud » Sat Jun 11, 2016 7:12 pm

you can lock someone down and combo voodoo onto them to gain a massive profit. im saying the way your card is now its too powerful to be uncommon and the turn cost is too weak for what doors it opens.

guluere, its ok that you think i dont make sense because i always think the same about your horrible voodoo suggestions

edit: use this, ambush, etc. and you can take anything from them. as you couldve seen on the card market there are accounts that spend tons of money and could get more of this card than you have in fleets and strip you down unless revisions are made to the current stats
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Re: Sea of Debris (Voodoo)

Postby Grimrock Litless » Sat Jun 11, 2016 7:14 pm

Chaulbad wrote:you can lock someone down and combo voodoo onto them to gain a massive profit. im saying the way your card is now its too powerful to be uncommon and the turn cost is too weak for what doors it opens.

guluere, its ok that you think i dont make sense because i always think the same about your horrible voodoo suggestions


But it was a ability suggestion...
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Re: Sea of Debris (Voodoo)

Postby Donald Trump » Sat Jun 11, 2016 7:14 pm

Chaulbad wrote:you can lock someone down and combo voodoo onto them to gain a massive profit. im saying the way your card is now its too powerful to be uncommon and the turn cost is too weak for what doors it opens.

guluere, its ok that you think i dont make sense because i always think the same about your horrible voodoo suggestions


Where does the massive profit come in? Tell me how someone can make massive profit? I made the turn cost greater, check it out.
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Re: Sea of Debris (Voodoo)

Postby ChaIbaud » Sat Jun 11, 2016 7:16 pm

read the edit, but ill restate it.

this card can be used to take all of your fleets and strip them down or at least everything the user wants. your fleet cant move and it is being lit up and plundered: you are losing gold and ships because one voodoo card was too overpowered

example: one day bigtea had 22 million in his purse and i hit him. i got 250k from him for one plunder and it was only a level 10 cutter. if this card was there, he would lose all of his gold and i could keep doing this to all of his fleets if i had more of these cards
Last edited by ChaIbaud on Sat Jun 11, 2016 7:18 pm, edited 1 time in total.
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Re: Sea of Debris (Voodoo)

Postby Grimrock Litless » Sat Jun 11, 2016 7:17 pm

Chaulbad wrote:you can lock someone down and combo voodoo onto them to gain a massive profit. im saying the way your card is now its too powerful to be uncommon and the turn cost is too weak for what doors it opens.

guluere, its ok that you think i dont make sense because i always think the same about your horrible voodoo suggestions

edit: use this, ambush, etc. and you can take anything from them. as you couldve seen on the card market there are accounts that spend tons of money and could get more of this card than you have in fleets and strip you down unless revisions are made to the current stats


It you don't know yet, the voodoo locks down a random fleet, and when doing this, the person can still retaliate with voodoo.

And its a uncommon, so yeah, no one is gonna get tons of this and spam it.
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