Curse Defenses

First of all, i think that making mechanics relevant again, is a good thing. Here are some of my thoughts for future changes of curses.

If you want curses to be a thing again, you may need to introduce more curse defenses.

Here are some of my ideas:

Only for players, not enemies:
Let basic defenses on equip add curse defenses. For example:

Evasion let's you also evade curses.
Armour reduces the strength of curses.
Energyshield drastically shortens the duration of curses, depending on how much energyshield was left at the moment of being cursed. Of course also based on how much you have, compared to life.

As for permanent map curses, let the game check for defenses like every 10 seconds or so.

Numbers can be adjusted, but there could be plenty of options for counterplay or counterequipment if you want to call it that way.

I know you want curses to be a thing and that's totally understandable, cause it's pretty much a dead mechanic at the moment. But please don't just offer 2 extremes: either fu**** or immune. It doesn't feel like a fun gameplay.

If i can come up with some ideas, you can do much better. Give us some Counterplay, besides removing a curse with a flask and getting recursed every 3 seconds.

Thanks for reading, if you actually did ;)
Last edited by Wubearr#2666 on Jul 18, 2021, 6:58:09 PM
Last bumped on Jul 18, 2021, 7:18:51 PM
reduced curse effect rings.

won't protect you fully alone, but will give over 100% reduced with a tree node and catalysts.

easy to make as long as you don't need conductivity on hit rings, just awakener orb the curse on hit and crusader reduced curse effect(shaper has it... but it rolls lower)

Crusader is 42% reduced curse effect with catalyst, shaper is 30%

84% reduced curse effect would be sufficient for most curses, only map mod curses would have a noticeable effect at higher awakener levels, I also believe map mod curses need some reduced values with the flask change.

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