Shattered Kingdoms

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Should voodoo be changed?
Nah, instant kills at infinite range are cool. 44%  44%  [ 22 ]
Yes, one of the ideas shown below. 24%  24%  [ 12 ]
Yes, but something other than what you've suggested. I've posted it below. 10%  10%  [ 5 ]
I like popsicles. 22%  22%  [ 11 ]
Total votes : 50
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 Post subject:
PostPosted: Fri Oct 10, 2008 8:10 pm 
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I'm fine with voodoo being in the game. How else are you going to keep people like Yotbol and Linarumien on their toes?

It's not by sitting around with your thumb up your [REDACTED].

The last bug that was known about voodoo was fixed as well. Now you can't voodoo with a sorcerer friend and have them petrify and depetrify you to voodoo twice in a row.

Also, Rial, I'm sure you're lying. I haven't really been voodooed much anymore but I regularly survived double voodoos on my scout. He only had 677 hps. I'm sure your centaur barbarian had quite a bit more than that.


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PostPosted: Sat Oct 11, 2008 8:35 am 
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If you have the right mana suit you can go from 100% mana to 170% mana as a gm gnome shaman with a huge mana pool already. Thats what Blergan did and he was dropping mercs and swashes in our cabal nonstop even without greet.


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PostPosted: Sat Oct 11, 2008 8:48 am 
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Yey! Rial finally made some sense of himself! Gnome shaman with a mana suit!!!!! :devil:


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PostPosted: Sat Oct 11, 2008 10:39 am 
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ninja_ardith wrote:

Also, Rial, I'm sure you're lying. I haven't really been voodooed much anymore but I regularly survived double voodoos on my scout. He only had 677 hps. I'm sure your centaur barbarian had quite a bit more than that.


I did kill your paladin (Ardith) with the same voodoo that brought rial's centaur so low, although you might have forgotten.

I also mana leeched myself up to 104-5% after wearing a full suit of greater mana's on a character with max mana/wis trains and a gnome. When I removed all my eq I had over 170-180% mana. elf paladins, halfling priests were the only ones who can tank my voodoo. Scouts with protection would die ungreeted, and barb/mercs needed protection/sanc up to survive the voodoos.

And voodoo has not been wimped in damage since then, comically it's actually had its damage slightly increased. I was proud to have been a significant part of the change which stopped players from sending themselves tells in order to get more mana though, haha.

Maybe this might convince me to come back for a week, gm a gnome shaman, and cause some trouble.


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PostPosted: Sat Oct 11, 2008 1:36 pm 
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Yeah it has, it was impossible to get that much mana with Adept skills, at least by the time I got in the cabal.


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PostPosted: Sat Oct 11, 2008 2:59 pm 
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Didn't D change the code so that when you remove mana eq that you can't get over 100% anymore?


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PostPosted: Sat Oct 11, 2008 4:39 pm 
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Removing mana equipment doesn't give you any more mana than you had with it on.

Also, the easiest way to wimp voodoo would just be to remove a lot of the items that increase mana. These items are so much more plentiful than items that increase movement or hps.


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PostPosted: Sat Oct 11, 2008 4:56 pm 
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Location: The yellow brick road
SK Character: Bran
Voodoo should have a cap at 99% or to where it takes them to 1% as the highest 1 voodoo can do ever kinda like FoD.
And have a timer to when another voodoo can be shot off at that same person so no multi voodoo's can happen.

Then everyone can stfu and quit complaining.


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PostPosted: Sun Oct 12, 2008 10:50 am 
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Voodoo should max at doing 99% of a given person's MAX hitpoints (as opposed to their current hps). PCs should be immune to voodoo for something like two ticks after they have been hit by one.

This, IMO, would balance voodoo while still keeping it as a very solid pk ability.


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PostPosted: Wed Oct 15, 2008 2:59 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: Australia
SK Character: Viltrax
suzie9fingers wrote:
ban her forumid plzkthnx.


PMs or email work much better than this in-thread reply.
We can't read every post, in every thread, in every forum.

Apologies for going off-topic.


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