Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Dmanwuzhere » Thu Sep 07, 2017 7:14 pm

John Avery wrote:
Dmanwuzhere wrote:Now you want free nukes too? That Bernie crap is catchy. I said rowboat what hooked on phonics module translates that to submarine?


The bigger question is, will a row boat support a tactical nukes weight...

Sure, in the Golden age of Piracy unicorns made all things possible and traders were the rulers of all things and none were undercover pirates or chaos lovers because simply sailing your ships back and forth kept the earth rotating on its axis and the people were all happy and jolly, the end. :D
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Thu Sep 07, 2017 7:20 pm

Dmanwuzhere wrote:Now you want free nukes too? That Bernie crap is catchy. I said rowboat what hooked on phonics module translates that to submarine?



No where did I ask for free anything. Sounds like you need to work on your reading comprehension.

Your rowboat vs carrier example is a strawman argument.

As you clearly stated "it always boils down to the biggest". I provided a realistic example using your example of how something of a smaller size can defeat something larger. Size can make a difference but it doesn't always boil down to the biggest.

Another example of why you are wrong in your assertion. David vs. Goliath.


John Avery wrote:
Dmanwuzhere wrote:Now you want free nukes too? That Bernie crap is catchy. I said rowboat what hooked on phonics module translates that to submarine?


The bigger question is, will a row boat support a tactical nukes weight...


Yes. I'm pretty sure a rowboat can displace 400lbs and still float.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Dmanwuzhere » Thu Sep 07, 2017 7:24 pm

DezNutz wrote:
Dmanwuzhere wrote:Now you want free nukes too? That Bernie crap is catchy. I said rowboat what hooked on phonics module translates that to submarine?



No where did I ask for free anything. Sounds like you need to work on your reading comprehension.

Your rowboat vs carrier example is a strawman argument.

As you clearly stated "it always boils down to the biggest". I provided a realistic example using your example of how something of a smaller size can defeat something larger. Size can make a difference but it doesn't always boil down to the biggest.

Another example of why you are wrong in your assertion. David vs. Goliath.


John Avery wrote:
Dmanwuzhere wrote:Now you want free nukes too? That Bernie crap is catchy. I said rowboat what hooked on phonics module
translates that to submarine?



The bigger question is, will a row boat support a tactical nukes weight...


Yes. I'm pretty sure a rowboat can displace 400lbs and still float.

David and Goliath were not ships and a slingshot is not a nuke ahhh yes the unicorn factor again. All navies are equal because all ships are equal unicorn theory 101. I missed that class.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Thu Sep 07, 2017 7:28 pm

Dmanwuzhere wrote:
John Avery wrote:
Dmanwuzhere wrote:Now you want free nukes too? That Bernie crap is catchy. I said rowboat what hooked on phonics module translates that to submarine?


The bigger question is, will a row boat support a tactical nukes weight...

Sure, in the Golden age of Piracy unicorns made all things possible and traders were the rulers of all things and none were undercover pirates or chaos lovers because simply sailing your ships back and forth kept the earth rotating on its axis and the people were all happy and jolly, the end. :D


I didn't know carriers existed during the Golden Age? Must be your unicorn.


Shifting voodoo effects to more of a seafaring battle mechanics (which is what I'm suggesting) doesn't make it any easier for traders nor does it make it any harder for pirates. Fabricating this merchants vs pirates BS is the same argument everyone gives when a change is needed. Details haven't even been discussed and it is already bad for pirates. Boo Hoo.

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Dmanwuzhere » Thu Sep 07, 2017 7:33 pm

I don't think she's doing what you think she's doing. She seems very talented. I think I will watch her for awhile as she is much more interesting than the I got left out because I didn't pay so I hate you argument. Do you have her in the midget version? She seems to have the booty master voodoo down pat.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Thu Sep 07, 2017 7:46 pm

dmanzwashere wrote:David and Goliath were not ships and a slingshot is not a nuke ahhh yes the unicorn factor again. All navies are equal because all ships are equal unicorn theory 101. I missed that class.


You have horrible reading comprehension.

My example doesn't matter that there aren't ships. I am refuting your "it always boils down to the biggest" statement. As I stated before size can make a difference, but it doesn't always boil down to size.

And no not all Navies are the same. I didn't come close to even saying that. In PG, a level 10 60 attribute SOTL owned by Charles Vane is no different than a level 10 60 attribute SOTL owned by anyone else. Ships are on a relatively equal footing. A player that has 2B gc and 30000 voodoo cards can have the same ships as a player that has 500 voodoo cards and only 100M gc. What makes a difference currently in fleet battles is fleet make up, tech levels, attribute distribution (if not maxed), certain voodoo buffs (Bless, etc), and existing ship damage (if any).
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Banger » Thu Sep 07, 2017 7:52 pm

DezNutz wrote:
Dmanwuzhere wrote:
John Avery wrote:
The bigger question is, will a row boat support a tactical nukes weight...

Sure, in the Golden age of Piracy unicorns made all things possible and traders were the rulers of all things and none were undercover pirates or chaos lovers because simply sailing your ships back and forth kept the earth rotating on its axis and the people were all happy and jolly, the end. :D


I didn't know carriers existed during the Golden Age? Must be your unicorn.


Shifting voodoo effects to more of a seafaring battle mechanics (which is what I'm suggesting) doesn't make it any easier for traders nor does it make it any harder for pirates. Fabricating this merchants vs pirates BS is the same argument everyone gives when a change is needed. Details haven't even been discussed and it is already bad for pirates. Boo Hoo.

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Shadowood » Thu Sep 07, 2017 8:03 pm

Please, lets get back on topic gentlemen.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Dmanwuzhere » Thu Sep 07, 2017 8:07 pm

DezNutz wrote:
dmanzwashere wrote:David and Goliath were not ships and a slingshot is not a nuke ahhh yes the unicorn factor again. All navies are equal because all ships are equal unicorn theory 101. I missed that class.


You have horrible reading comprehension.

My example doesn't matter that there aren't ships. I am refuting your "it always boils down to the biggest" statement. As I stated before size can make a difference, but it doesn't always boil down to size.

And no not all Navies are the same. I didn't come close to even saying that. In PG, a level 10 60 attribute SOTL owned by Charles Vane is no different than a level 10 60 attribute SOTL owned by anyone else. Ships are on a relatively equal footing. A player that has 2B gc and 30000 voodoo cards can have the same ships as a player that has 500 voodoo cards and only 100M gc. What makes a difference currently in fleet battles is fleet make up, tech levels, attribute distribution (if not maxed), certain voodoo buffs (Bless, etc), and existing ship damage (if any).

Here it is simple as I can put it, you believe buffs in the form of voodoo should exist however any other voodoo that does not aid you due to not having it or having the means to acquire it due to any distraction say in the form of techs lack of funds or whatever the case may be is bad. Is b.s. You can do the same damage with voodoo that the same Charles Vane does with the exact same cards he chooses to utilize.
As for reading comprehension show me one post where I defended voodoo for the sake of someone simply being a pirate. You can't. I have in the past defended pirates while even being attacked by them. Same with this new class labeled WD. The only person I know to truly claim that title is Admiral Nelson and guess what, he has no love for me and will harass me with the same voodoo everyone is griping about. But much like Ronald Reagan did after his attempted assassination who did nothing to regulate more b.s. on guns despite one being used on him.
I just feel if you want to pass on profit to cast and be a pain then do it. If you want to be a pirate then do it. If you want to trade then do it. But if you want to impede another game style with regulations while yours remains untouched you are a selfish non gaming grinch with no skills who wants everyone to be on equal footing thus eliminating different styles of play. I can name plenty of tactics I dont use because I do it different it doesnt mean the other way should be forced from the game it just means I have the choice to use it or figure another way to get the same results.
If you cant understand that then I will go back to looking at the girl who expertly shields her right eye just in the nick of time. :P :D :P
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Dmanwuzhere » Thu Sep 07, 2017 8:22 pm

Banger wrote:
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10/10 would smash.[/quote]
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