Party Hex casting prioritizing.
I play a true Hex Master. I built a Hexing support character that does double totems (usually decoy) and 4x perma cursing. Playing this character has given me a lot of insight I never got playing a typical dps. One of those insights is how often I see cursing going to waste in a group. Players train themselves to curse first usually and/or they are procuring curses through gear or gems. I can stand back in the higher end zones and watch an ocean exchange of curses cast of the mob masses. Most of that is truely wasted mana, because no one ever hit one of them until after the 3rd-6th curse replaced the previous ones. To top it off, when you play a Hex Master support, you often get your 4 perma curse stack replaced by 1 elemental user's base curse. So, I suggest putting in a Hex Prioritizing system. This doesn't just help me, but it saves countless other adventurers a lot of mana (or blood if they are bm, nobody likes to waste good blood).
And come on, players do NOT want the hassle of constantly moving gems or hot keys around just to accomodate each group's defense or dps output sources. Here is how I suggest this work: The mob will be cursed by who first casts a curse on it. If that mob then has a curse cast on it by another player in the group, the curse would only be overwritten IF it's caster had higher Hex Priority. Curse Priority is based upon Hex Power: 1. Hex Mastery, power is set by the # of permanent curses a player can cast. This is the dominant factor. A player that can throw 3-5 curses is a lot more useful being the Hex Master for the group than someone who procures a temporary Flammability off of a support gem. 2. Cast Order, meaning the first to cast the curse has hex dominance. These curses can only be overwritten by a Hex Master. Settling Hex Master conflicts: 1. Hex Mastery, as above. # of perma curses castable sets this #. In the case of a tie, Cast Order comes into play. Another suggestion you could consider for this issue is putting a Hex Steal gem that operates as one of a Hex Masters curses. It can be their first thrown and pseudo steals other players' curses that are in place. They can then follow up their curse chain with their other curses, but the stolen curse becomes that which was in place already, but gains the permanent duration of the Hex Master. The stolen curse may or may not need to be flagged as having 2 owners, the original caster and the Hex Master. But, if you're not using my first suggestion about Hex prioritizing, then the system would need to recognize the curse as having two owners, so the original caster couldn't successfully overwrite it and put their puny duration on it. There is no comfort in the unfamiliar.
There is no adventure in the familiar. This thread has been automatically archived. Replies are disabled.
|
![]() |
100% support. This is the reason I've never made a dual/tri curse build. I considered it, then realized that it would only work solo. Groups would mess it up.
Fix please devs? Player since closed beta 2012. Full system specs: https://pastebin.com/c4rvbvSR
'Tongueslurp the Unspeakable' - skeleton archer in Fellshrine Merciless |
![]() |
Who says which curse is more important and who goes first?
-1 L2Party play. |
![]() |
" Wow, what an awful, thoughtless response to this great suggestion. The most powerful curse should take priority, pretty obvious, really. Most people party with random players. There is no "L2Party play" - that does not even come into the equation when you're with random players. Are you going to sit everyone down when you join a new 5-man party and explain that "Right guys, we're going to prioritize fire attacks, so here's what we're going to do..." - the ice shot witch and physical marauders are going to laugh at you. Everyone is going to laugh at you. Player since closed beta 2012. Full system specs: https://pastebin.com/c4rvbvSR
'Tongueslurp the Unspeakable' - skeleton archer in Fellshrine Merciless |
![]() |
" [Removed by Admin] |
![]() |
It is not about which particular curse is more important. But if you have someone 4x perma cursing and adjusting to offer more defense/offense to the group, then make it possible.
Here is an example of something I encounter on my Hex Master that can be very annoying. In a group with a lot of casters that are elemental heavy - Me: I am casting - Elemental Weakness, Conductivity, Flammability and Critical Weakness that are permanent. The Other Player: Overwrites with Conductivity, which wipes all of my curses and his/her will expire in seconds. Prioritizing the Hexes would fix this and everyone would prosper. There is no comfort in the unfamiliar.
There is no adventure in the familiar. |
![]() |
Another area I have found that this would help is when you or someone else has pets that cast curses. I would suggest placing a pet's curses at the bottom of priority.
As it is now, if someone uses a conversion trap on a cursing mob or has a cursing pet, the pet's curses presently wipe out stacked curses from Hex Masters and any other curse that someone in your party has on a mob. There is no comfort in the unfamiliar.
There is no adventure in the familiar. |
![]() |
" This is what's broken, please file a bug report. If you have acquired the ability to cast more than one active curse, another player's curse should only override one of your curses, not all them at once. Whether the overridden curse is the oldest or soonest to expire is GGG's call, but fixing that bug should be mandatory. |
![]() |
" Nothing needs to change. If players join a random, public group, they can expect the hassle of fighting over auras, curses, and so on. This is the disadvantage of a random, disorganized party. Resources will be wasted. Now, a party that builds each character either around the others or changes a few things before they start, will not waste nearly as much effort as a disorganized group. Why? They decide this person casts curses, that person does this aura, this person uses this damage, and that person is crowd control through Freeze Mine and Conversion Trap. This group will clear content many times faster than a disorganized group. Why? Because they pool their characters and focus on one thing. If players decided to make a party and agree on a few things before playing, they wouldn't waste effort. They won't get everything they want, they may not do what they want, they may not play how they wish, but they will find it more fun and easier in an organized group. |
![]() |
Hex priority FTW. I would like to enjoy public groups, not keep avoiding them.
There is no comfort in the unfamiliar.
There is no adventure in the familiar. |
![]() |