Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Admiral Nelson » Tue Sep 12, 2017 7:05 pm

DezNutz wrote:Good thing Shadowood pointed that out and no one else said that multiple times between CJ's post and Shadowoods reply.


Shadowood is brighter than all of us.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Tue Sep 12, 2017 7:10 pm

John Avery wrote:
DezNutz wrote:Good thing Shadowood pointed that out and no one else said that multiple times between CJ's post and Shadowoods reply.


Shadowood is brighter than all of us.


It only appears that way because people are wearing Shadowood sun glasses.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby PFH » Tue Sep 12, 2017 7:12 pm

(⌐■_■)Got mine on
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Tue Sep 12, 2017 7:14 pm

John Avery wrote:
Feniks wrote: Deal with the WD issue separately through limitations on total cards that can be cast on a player in a given time period or some other matrix..


That would be a entirely different discussion, Feniks. For example define how many cards you need for a ship stealing raid; you can't. As you never know how much the person has until a few seconds before it starts. Also remembering personal revenge after; define how many voodoo cards is ok for retaliation; for me I can easily cast 40 Voodoo Cards as revenge. With 40 Voodoo Cards, a Witch Doctor can reak Havoc amongst an average player.

However; you also have to put in mind those single players... Who work on their own to deal damage, steal ships etc..



I agree. I suggested earlier putting the restriction on the receiver based on the turn value of the cards cast against them. say 2000 turns worth of cards per week. Every card already has a turn value built in. Tis would prevent one player from being targeted by multiple people and limit the amount of voodoo received.

It doesn't stop someone from being a WD but it does limit the amount they can focus on one person in a given period.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby William one eye » Tue Sep 12, 2017 7:15 pm

DezNutz wrote:
It only appears that way because people are wearing Shadowood sun glasses.



Not Me, threw mine away cause I could only see out of one side of them.
Maybe my pair was defective.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby PFH » Tue Sep 12, 2017 7:16 pm

William one eye wrote:
DezNutz wrote:
It only appears that way because people are wearing Shadowood sun glasses.



Not Me, threw mine away cause I could only see out of one side of them.
Maybe my pair was defective.

Want a pair? ༼ つ ◕_◕ ༽つ⌐■-■
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Tue Sep 12, 2017 7:17 pm

William one eye wrote:
DezNutz wrote:
It only appears that way because people are wearing Shadowood sun glasses.



Not Me, threw mine away cause I could only see out of one side of them.
Maybe my pair was defective.


It wasn't the sunglasses, you had the blonde wig on backwards again.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby PFH » Tue Sep 12, 2017 7:18 pm

Still have an extra pair if you need it, William. ༼ つ ◕_◕ ༽つ⌐■-■
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby William one eye » Tue Sep 12, 2017 7:19 pm

do they work for this

_◕
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby PFH » Tue Sep 12, 2017 7:19 pm

Here ༼ つ ◕_◕ ༽つ⌐o-■
Custom pair. They work ^.^
Last edited by PFH on Tue Sep 12, 2017 7:23 pm, edited 1 time in total.
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