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 Admiral Nelson » Sun Jul 31, 2016 8:16 am

No, as a matter of fact I am not.

All can help both sides.

Avenge triples the ability, making Confuse 90% which is why I failed so much last time you cast voodoo on me. So if you are online when the raid will be conducted you can stop us from casting; Very easily if me say so myself.

Undercover I do agree, it helps pirates more - Maybe less of a range for fame undercover?

However piercing can help all players, if one is locked in a mind-bar or has to break the mind-bar ( On a pirate or merchant ), otherwise if one was locked away with a mind bar and 3 foj on them - They would be lit for 12 hours straight... Without any hope from outsiders.

Coin Flip can help both sides as well.

Not personal - Stating facts.
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Re: New Voodoo Ability

Postby Grimrock Litless » Wed Aug 03, 2016 7:19 am

Just realized that tax have avenge, and tax are very powerful against traders, now I can't even defend myself without using mindbar.
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Re: New Voodoo Ability

Postby Haron » Wed Aug 03, 2016 7:32 am

Ironically, I actually think that the "avenge" ability has made it more dangerous ta avenge an attack, rather than making avengeance more powerful, since if you retaliate with voodoo, you will suffer the avenge ability yourself.

The solution is of course to hire someone else to avenge you instead! ;-)
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Re: New Voodoo Ability

Postby Admiral Nelson » Wed Aug 03, 2016 7:33 am

Or ye' just cast confuse on the player that be casting 2 spells ( HN's or FoJ ) then that be him crippled for the next 24 hour, if he be on his own. ;)
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Re: New Voodoo Ability

Postby Haron » Wed Aug 03, 2016 7:42 am

Again, the solution when being confused, is to seek advice at your nearest Naval Combat Solutions Provider :-)
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Re: New Voodoo Ability

Postby Admiral Nelson » Wed Aug 03, 2016 7:44 am

Haron wrote:Again, the solution when being confused, is to seek advice at your nearest Naval Combat Solutions Provider :-)


Unless the pirate can single handedly go against a full guild. Which be possible for a few pirates...
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Re: New Voodoo Ability

Postby Grimrock Litless » Wed Aug 03, 2016 10:10 am

Nervous Nelson wrote:
Haron wrote:Again, the solution when being confused, is to seek advice at your nearest Naval Combat Solutions Provider :-)


Unless the pirate can single handedly go against a full guild. Which be possible for a few pirates...


You just said the reason why pirates more powerful then merchants.
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Re: New Voodoo Ability

Postby Admiral Nelson » Wed Aug 03, 2016 11:00 am

Key word though, some... Not all, a example of such player that can is Juicy, a player that can not is Haron.
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Re: New Voodoo Ability

Postby ChaIbaud » Wed Aug 03, 2016 12:07 pm

Guardian is the only one I liked. Impervious will already be implemented with Legendary voodoo and I think that it should stay there rather than infecting the Common-Rare cards. Bewitched is a weaker or stronger version of something already in the game and mystery shouldn't be an ability but a card in my opinion, if anything. Kind of like countercurse where the next spell cast will not be seen by anyone except the target in active voodoo against them (guild can not see, he will not get an event but have to be looking at voodoo affecting him)
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Re: New Voodoo Ability

Postby Grimrock Litless » Wed Aug 03, 2016 1:45 pm

Having mystery as a voodoo is a bad idea, because it will make any normal voodoo become extremely powerful. And because guildmates can't see it, they can't help until the last moment which would be unfair.
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