April 25, 2020 12:23 PM PDT
I like this idea and I think it would be cool.
It might be fun to see a system where the curse goes unactivated and undetected until certain requirements are met. With that being said I also think there would need to be a way for either a class utility option or a profession that could remove the curses once they become active. This would give another way for classes/professions to make potential income as well as being sought after. Below are some of the classes that I think would be able to remove/possibly modify curses.
- Cleric- with their holy training I think they would be able to learn a way to remove cruses on items.
- Necromancers- With their dabbling in the dark arts I feel like necromancers would not only be able to remove curses but potentially modify a curse perhaps giving the item a detrimental effect but also a beneficial effect.
- *Paladins- much like their cleric counterparts they have been trained in the holy arts. I think that they would also have a way to potentially remove curses on objects.
As for curse effects, I don't think that any curse effect should be outright deadly. For example, a curse that launches you up in the air 100 yards only to drop you to your death that is bad design when there is meaningful death. Below are some possible curse effects that might be interesting.
- Unrepairable- an item is unable to be repaired. - Lasts until the curse is lifted.
- Haunt (fear)- Once activated there is a chance while in combat (or out of combat) that the user will either be feared in place for 2-3 seconds or they will be feared forced to run at random for 2-3 seconds. This effect lasts as long as the cursed item remains in the inventory.
- Slowed- Once activated user suffers from a permanent run speed debuff. - Lasts as long as the item remains in the inventory.
- Stun- once activated there is a random chance while in combat (or out of combat) that the user will become stunned for 2-3 seconds. - Lasts as long as the item is equipped.
- Un-hasted- Once activated the user suffers a permanent attack speed and cast speed debuff. - Last as long as the item remains equipped.
- Bane- Once activated every 20-25 seconds there is a chance that the user will suffer dot damage. - Lasts as long as the item is equipped.
- ***Non-threatening- this is the first curse that can be either good or bad depending on the class/role. While in combat every spell/ attack has the chance to cause no threat, with a small innate chance to reset threat to 0 on all mobs. Lasts as long as the item is equipped.
- *** Threating- Counterpart to Non-treating. Attacks and abilities have a chance to generate increased hate, with a small innate chance to enrage targets causing them to turn their focus on you. - Lasts as long as the item is equipped.
- *** Trade-off. This is the counterpart to the un-hasted curse and comes in two forms. Form A a player gains attack speed but looses casting speed, and Form B a player gains casting speed but loses attacking speed. - Lasts as long as the item is equipped.
- Fail- All attacks and spells have a higher innate chance to miss or be resisted. - Lasts as long as the item is equipped.
- ***Fail trade-off- This is the counterpart to fail and comes in two forms. Form A all melee attacks have a higher innate chance to hit while all spells have a higher innate chance to miss. Form B all spells have a higher innate chance to hit/not be resisted but all melee attacks have a higher chance to miss. - Lasts as long as the item is equipped.
This post was edited by Baldur at April 25, 2020 2:29 PM PDT