Witch Doctors gameplay - manageable risk for everyone

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Re: Witch Doctors gameplay - manageable risk for everyone

Postby ChaIbaud » Wed Mar 07, 2018 1:06 pm

OG Deadking wrote:how about we keep the game the way it is, because sir henry Morgan idea would decrease the number of pirates and privateers by a large amount


After all there was literally one person who voted which doctor, right now all this effort over 1 or 2 witch doctors is a little overboard now is it?

Of course, I would love to stop witch doctor gameplay and see voodoo go away but seeing as its been sternly stated its here to stay, or at least fractional parts of it, +1 to Deadking. These changes would change the game in a big way and that is something I don't like.
PM me any complaints (10M gold coin wire fee is mandatory).
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Slovich » Wed Mar 07, 2018 6:02 pm

I do agree everyone should find the game fun for what ever rule they play in it.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby The Lamb » Thu Mar 08, 2018 5:12 pm

So I haven't been here long, and i have done some reading on the posts. It sounds kinda like people can feel a little witch dr. bullied. So, since this is only a game, and we all want people to want to stay and play I would think there could be two simple options.

1. What if voodoo also had a 50% chance of beneficial side effect (say from a group of 10 possibilities... caster looses x gold, person casted on Finds floating crates of.. etc.) and after a person casts (x) amount of voodoo per day. Would still be unlimited, but could be a waist to abuse voodoo

2. On the other side, a person could go into hiding (cool down and regroup period for a day or two) after x amount of casts on them. Kinda like a casting, you beat them up enough threshold, not go to your corners.

:PP :PP :PP

Edit: Side thought, if a person was driven into hiding, they most likely did something to get there, so their abilities should be hampered to take advantage of the cool down period. Maybe no casting certain voodoo / no attacking or you can be hit again.
Last edited by The Lamb on Thu Mar 08, 2018 6:12 pm, edited 1 time in total.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby sXs » Thu Mar 08, 2018 5:19 pm

Kurt of g wrote:So I haven't been here long, and i have done some reading on the posts. It sounds kinda like people can feel a little witch dr. bullied. So, since this is only a game, and we all want people to want to stay and play I would think there could be two simple options.

1. What if voodoo also had a 50% chance of beneficial side effect (say from a group of 10 possibilities... caster looses x gold, person casted on Finds floating crates of.. etc.) and after a person casts (x) amount of voodoo per day. Would still be unlimited, but could be a waist to abuse voodoo

2. On the other side, a person could go into hiding (cool down and regroup period for a day or two) after x amount of casts on them. Kinda like a casting, you beat them up enough threshold, not go to your corners.

:PP :PP :PP


I proposed a "cool down" type effect a long time ago. Cap voodoo at a certain limit every 24, 36, 48 hours. Was based on turns used against you.

Got shot down cold.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby DezNutz » Thu Mar 08, 2018 5:23 pm

I doubt there will ever be a fix to Witch Doctors.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby The Lamb » Thu Mar 08, 2018 6:22 pm

Feniks wrote:
Kurt of g wrote:So I haven't been here long, and i have done some reading on the posts. It sounds kinda like people can feel a little witch dr. bullied. So, since this is only a game, and we all want people to want to stay and play I would think there could be two simple options.

1. What if voodoo also had a 50% chance of beneficial side effect (say from a group of 10 possibilities... caster looses x gold, person casted on Finds floating crates of.. etc.) and after a person casts (x) amount of voodoo per day. Would still be unlimited, but could be a waist to abuse voodoo

2. On the other side, a person could go into hiding (cool down and regroup period for a day or two) after x amount of casts on them. Kinda like a casting, you beat them up enough threshold, not go to your corners.

:PP :PP :PP


I proposed a "cool down" type effect a long time ago. Cap voodoo at a certain limit every 24, 36, 48 hours. Was based on turns used against you.

Got shot down cold.


Well what about my first option, that would make things very interesting. If a person casted more than (x) per day (of certain voodoo) then they run the 50/50 chance it will work or have an effect that is beneficial to the person being casted on. People would then decide if its worth it or not to keep casting. What if one of the (x) random positive effects was to "silence" the caster. Im just thinking of things that could increase the risk for abusers.
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Re: Witch Doctors gameplay - manageable risk for everyone

Postby Bigtea47 » Thu Mar 08, 2018 6:23 pm

It's pretty easy to be nuisance with only a few voodoo a day.
Instead of bringing something down, add to it to make it better.
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