@mrpalmerdixon
Nah, having the odd random skeleton or ocean crawler or phantom on islands not attack you because of a curse you have on wouldn't really make any difference to anything, it would just be a little flare honestly, something a little bit more theatrical than just looking a certain way. An in game NPC recognition of what curse you have.
Having sharks not attack you or enemies not attack you during world events, forts and fortresses and so on would make it unbalanced yes.
The dark adventures sails were a clear advantage over other players because you could see ahead with the sail fully down. Not comparable to my suggestion at all.
If you really look at what I'm saying it would be so inconsequential to game play there wouldn't really be any incentive to wear a specific curse other than for the way it looks which is what it is already but with a little added flare and immersion.
Arguably you could say if someone is doing a GH voyage, they could wear a skelly curse to avoid emergent skellies attacking them while their digging up treasure and wild seas for avoiding ocean crawlers and ghost curse for emergent phantoms and because skellies appear more often than the other two categories the skeleton curse would seem the most powerful but... Not really considering the emergent skeletons, (and the ocean crawlers and phantoms) are so weak anyway.
At the very least it would be a bit of an incentive to get some curses and to wear them just for the immersion. How many folks do you know with curses that don't wear them because there is literally 0 point to them, even theatrically there is no point to them beyond looking a certain way which is a missed opportunity I feel.
Let's face it, won't happen anyway 😂