A blessing and a curse?

  • A little while ago a player suggested curses being more than just cosmetic and I really liked their concept of curses meaning more in the PVE experience.

    The player's recommendations were quite nuanced with defences against certain damage types like fire which I feel may be asking a bit too much to program and balance in the game but something simpler that offers more for curses that could work:

    If you wear the skelly curse, skeletons don't attack you.

    If you wear the ghost curse then phantoms don't attack you.

    If you wear the wild seas curse, sharks don't attack you.

    Obviously certain situations, this would have to be disabled, like for world events, Tall Tales etc.

    I was thinking of the random emergent enemies that appear on islands or sharks in the water behaving differently to you depending on what curse you have on.

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  • If you wear the skelly curse, skeletons don't attack you.

    Making Skeleton Captain farming easier.

    If you wear the ghost curse then phantoms don't attack you.

    Fortress and possible Phantom ships

    If you wear the wild seas curse, sharks don't attack you.

    Making swimming and stealth easier.

    I dont think people understand, Tools not Rules concept and just want things because "They already own them"
    Not fair and not equal on the seas.

  • @burnbacon

    To repeat myself:

    "I was thinking of the random emergent enemies that appear on islands or sharks in the water behaving differently to you depending on what curse you have on."

    This means excluding enemies in world events etc.

    I suppose you are right to a certain extent though.

    I just think it would be more interesting to see thrall level enemies behaving differently to you depending on what curse you had but I wouldn't like it to create unfair advantages so perhaps wild seas curse could mean low tier Ocean crawlers not attacking you rather than sharks not attacking you. Definitely could balance it out so that certain enemies still do attack you. Just a little theatre to add nuance was what I was thinking.

  • That would go against the game's horizontal progression concept, i.e. you mainly unlock cosmetics and not skills/abilities/weapons which in other games creates a hard barrier between beginners and experienced players.

    Aside from that philosophy, those 3 curses would be heavily unbalanced; disabling them in certain situations additionally makes them confusing and nonsensical to use.

  • @mrpalmerdixon

    Nah, you guys are reading into it a bit too much. It wouldn't be unbalanced at all, if it was done properly it would be a slight bit of flare.

    On an island:

    Player 1 :"Oh look, the skeletons aren't attacking me?"

    Player 2: "Cool, oh wait, it must be because you have the skelly curse on?"

    During a world event:

    Player 1: "skelly curse doesn't matter here, they are still attacking me!"

    Player 2: "guess it makes sense, it's a world event."

    A little bit of theatre. I'm not suggesting they reward Servants of the flame level 1000 with nuclear bombs for HG. 😂 😆

  • @SoloVenture6142

    With "unbalanced" I actually meant the curses to each other. With your proposal, skelly curse is the most powerful choice and also there's 0 reason to equip wild seas curse; or any other curse.
    (Flashback to everyone using DA sails and nothing else because it had a gameplay feature, too).

    The concept not fitting SoT and it having weird restrictions were my other arguments which are by far way more important.

    If you reflect a bit more on this idea, you'll come to the same conclusion =)

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