Give Curses a function

  • Okay so context, I personally think at least to some degree players should have the option to either let their curses be strictly cosmetic, or have a actual function.

    For example the Ashen curse, anyone afflicted by this curse is granted fire damage immunity, melee attacks have a 5% chance of dealing fire damage, if you're swimming your silhouette is lit up by your red Aura underwater, and from a lower perspective your body is literally burning from the inside out so if you're in water your vision is slightly obscured by a bubble effect.

    Sunken sorrows curse, anyone afflicted by this curse can swim faster, hold your breath for longer, and can allow you to jump out of the water. The downside being that if you're in the water for too long say 10 minutes you'll turn into a siren and attack any allies in the facility and the only way to reverse this would be for one of your allies to either kill you or you end up out of the water.

    The gold hoarder curse, anyone afflicted by this curse has a 25% chance to receive half damage, and thanks to an effect similar to King Midas, any non-gold hoarder loot you touch turns in to Goldwater loot, but has a reduced selling price, and because your body is being turned to gold you swim slower in water.

    The order of souls curse, those Afflicted with this curse have the ability to summon upwards of three skeletons at a time, unfortunately these skeletons or incapable of combat, the only thing they can do is man your harpoon repair damage at a reduced speed bail water at a reduced speed, an angle sales at a reduced speed, another thing they're capable of doing is picking up loot and take it back to your ship.

    If ever added a ghost curse, effectively acts the same as the skeleton curse.

    Now some of these mechanics made or may not seem broken, but that's just it these are curses with a purpose, they can be used in a positive manner, but at the same time these are not blessings they're curses, so if they were to be given any form of actual functionality there would have to be actual consequences to the game to you as a player.

    So, what do you think?

    P.S. I used my phone's voice to text function, so if any words seem off it's because the the text almost blends in with white background while writing a suggestion. XD

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  • Cosmetics should never have utility imo.
    Everyone should have the same tools available to them.

  • No. Curses should never have perks. That would mean mandatory curse wearing or chosing to start at a disadvantage.

  • As others stated giving players an advantage over others with the use of cosmetics is a bit unfair towards newer players who have yet to reach that certain curse.

    If there were to be something in game that give stat buffs to players it would have to be something everyone can do from the minute they set sail instead of locked behind certain achievements. The idea of class system has been discussed a few times over the years in forums, where "gun crew" would get buffs to cannons and the likes but im not sure what to think of that idea myself.

  • Everyone else has said it better than I could; making curses bestow effects would then make people into Haves and Have Nots.
    And it would be insanely unfair to the Have Nots.

    I personally don't think we need anything affecting the game in varying-stats kind of ways (This would make balancing for PvP a pain in the aft), but if they devs ever did; it would have to be something chosen at the start.
    Not locked behind achievements or purchases.

  • @eguzky said in Give Curses a function:

    I personally don't think we need anything affecting the game in varying-stats kind of ways (This would make balancing for PvP a pain in the aft), but if they devs ever did; it would have to be something chosen at the start.
    Not locked behind achievements or purchases.

    Hypothetically speaking, lets say at each outpost is a number of standing stones, like the ones in skyrim if you ever played that what would be a tolerable "buff" that any player can apply to themselves at the cost of not receiving buff from another at the same time and what buffs would that be.

    I would suggest the stones represent the Sea of theives itself and not focus solely on piracy and pvp for instance;

    Snake stone
    Either passive snakes there's enough pve danger lol or poisonous puke i don't think a bucket if puke gives too much advantage.

    chicken stone
    5, maybe 10% fall damage reduction or slower fall speed

    Boar stone
    5, maybe 10% food efficiency

    Mermaid stone
    5, maybe 10% more lung capacity

    Shark stone
    3, maybe 4 shark bites to kill a player without healing.

    Kraken stone
    ???

    If there were to be something like this, would you prefer things like I just listed or more pvp focused; damage increase/resistance, faster reloads etc. I agree balancing these would be hard and there would be common "metas" but it would also spice up gameplay just a hint. Instead of knowing your next shot will kill your opponent maybe he has a certain perk which will require another pistol shot to finish him off, or maybe you ran out if ammo but remembered to bring a bucket of your poisonous puke along to finish the job.

  • @sailorkek said in Give Curses a function:

    @eguzky said in Give Curses a function:

    I personally don't think we need anything affecting the game in varying-stats kind of ways (This would make balancing for PvP a pain in the aft), but if they devs ever did; it would have to be something chosen at the start.
    Not locked behind achievements or purchases.

    Hypothetically speaking, lets say at each outpost is a number of standing stones, like the ones in skyrim if you ever played that what would be a tolerable "buff" that any player can apply to themselves at the cost of not receiving buff from another at the same time and what buffs would that be.

    I would suggest the stones represent the Sea of theives itself and not focus solely on piracy and pvp for instance;

    Snake stone
    Either passive snakes there's enough pve danger lol or poisonous puke i don't think a bucket if puke gives too much advantage.

    chicken stone
    5, maybe 10% fall damage reduction or slower fall speed

    Boar stone
    5, maybe 10% food efficiency

    Mermaid stone
    5, maybe 10% more lung capacity

    Shark stone
    3, maybe 4 shark bites to kill a player without healing.

    Kraken stone
    ???

    If there were to be something like this, would you prefer things like I just listed or more pvp focused; damage increase/resistance, faster reloads etc. I agree balancing these would be hard and there would be common "metas" but it would also spice up gameplay just a hint. Instead of knowing your next shot will kill your opponent maybe he has a certain perk which will require another pistol shot to finish him off, or maybe you ran out if ammo but remembered to bring a bucket of your poisonous puke along to finish the job.

    Honestly, I'd want things that can't affect PvP in the slightest.
    As it stands; every weapon is the same (IE: No sniper/sword/gun/blunderbuss/cannon/cannonball is better than any other of the same type), which means PvP comes down to skill and not whoever got the Eye of Reach with a +5 to damage.

    And I honestly think the game should stay that way.
    There should be nothing influencing PvP that is not basekit & equal, or you start getting into META arguments and people screaming 'Poison puke is OP! Nerf it!" and 'Don't nerf it! Git gud!' polarizing screeching.

    It's just my take, but I'm 100% against anything that gives an advantage in PvP because PvP, as it stands, is an even playing field where only skill (and latency, but that's a fact of online gaming) matters.


    Which means I'm against:

    1. The food efficiency
      It would allow people using it to heal more than people not using it. Basically allowing someone to use less resources.
    2. The poison puke
      Poison messes with your vision, does a pretty hefty damage over time, and can't be negated. This is basically unblockable, un-removable damage.

    The rest are more PvE oriented.

    1. I like the idea of snakes auto-taming
      Though I'd argue it should turn off if the player is carrying a Snake Basket to prevent farming animals for money.
    2. More lung capacity seems okay. I can't see it being an edge in PvP.
    3. I'd make the Chicken Stone maybe be a toggle; if the player jumps while in the air, they slow down. But only for a few seconds,a nd it counts their falling from the height after the slowdown wears off. So long falls would still be dangerous.
  • players should have the option to either let their curses be strictly cosmetic, or have a actual function

    and everyone would pick "function"

    Basically, if you haven't completed the requirements to unlock these "perks" your at a disadvantage...which goes against what Rare wants. Everyone is Equal equip

    But here are my ideas for Curses.

    • GH Curse: If wet you move slower but reduced damage taken (unless wet) much like the skeletons
    • Ashen Curse: Your slowly burning. Everything you touch catches fire as you slowly take fire damage yourself. Water cools you down for a timer (much like chest of rage)
    • Sunken sorrows curse: slow acting poison. (because that it what it is) and can't heal yourself. Pro is you swim faster but can't use weapons, and hold breath under water.
    • Order of souls curse: Skeletons avoid you/ignore you. But your crew suffer increase of skeleton spawns.

    My two cents, but again. Everyone is Equal

  • @burnbacon
    For any of those to be implemented, I would have to add that you can only apply or remove them at outposts, otherwise players will just swap or remove them on the fly depending on what's going on around them.

  • That's the way a lot of enchanted gear is worked.

    So what do I get for my PL curse? My head gets too big for my hat and everyone who doesn't have it turns green? 🙃

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