Grimrock Litless wrote:Kangaroo wrote:Captain Jack wrote:Ahoy everyone,
We do not really like the Witch Doctor gameplay, where one man sits behind his inventory and uses his voodoo at will, without anything to lose.
This is an old issue. First serious reference dates 2 years ago @
viewtopic.php?f=5&t=1623A suggestion that attempted to control the problem, came 2 months later than the post above:
viewtopic.php?f=4&t=1747&p=20315#p20315None was approved or implemented though. The key reason is that probably none of the ideas was good enough.
This time, we need to approach the case differently as this is something that expands to more cases. Ships is not the issue. Risk is the issue. There needs to always be some risk to everyone.
just a reminder, the OP isn't simply about the effects of Voodoo on PVP, it's primarily about the use of voodoo without risk.
You guys do realized that what I have been trying to say is just to make voodoo weaker or make them more costly, right?
The problem isn't truly the voodoo itself, Grimlock. The problem is the near risk-free factors that play along with using voodoo only.
Maybe time for some new voodoo abilities to arise? Same with ship abilities and crew abilities.
Examples of voodoo abilities:
-Escalate, or to amplify the damages of a card, but also increasing cost of the card cast.
-Magnetism, or attraction of incoming curses.
-Reflection, or to rebound damages to opposing caster.
-Dissipation, or the cancelling of a cast completely.
-Backfire, or to immediately hit back with slightly less power.
Examples of ship abilities and crew abilities:
-Battle Cry, or improved morality of crew and improved accuracy.
-Smoke Powder, or cannon gunpowder leaves a dense fog increasing chances of missed shots from opposing ships, but also decreasing accuracy slightly.
-Swivel Shots, or pointed cannon rounds that have increased accuracy, but decreased damage.
-Buckshots, or rounds that do low damage to ships, but high damage to the crew.
-Oiled rounds, or flaming round shots that have a risk of catching the ship of fire, but give a risk to the opposing ship to catch aflame when hit by these rounds.
-Ulfberht sabers, or advanced swords for the crew, increasing damage of crew.
-Grappling hooks, or where the crew boards the opposing ship's crew and fights on their decks. Chance to plunder ship is increased.
-Rifled muskets, or rifles given to certain crew that increase accuracy, but decrease reload time to re-fire.
Just a few examples I wrote about in my notes a while back.