Update 63 Preview 1: Deck of Many Curses

Status
Not open for further replies.

CBDunk

Well-known member
I'm not entirely clear on how the cards to decks thing works.

Does each card represent a specific curse (e.g. 'Card of Curse of Weapon's Touch') and then the 'deck' can only produce one of the effects you have cards for? Or are the cards more like 'charges'... where the 'deck' can produce any of the random effects and then you just have one less card?
 

Zvdegor

Melee Artificer Freak
AFAIK

Chance to strike other mobs

Chance to strike twice in one swing


Chance to strike with offhand weapon

Seems this Curse increase this chances all at once. Which is kind nice!
yes its nice but strikethrough works different. https://ddowiki.com/page/Strikethrough
you need to break 100%/200%/300%/400% to hit a 2nd/3rd/4th/5th opponent.
+2% is kinda useless IMO. Most ST bonuses are 5%/10%/20%/30% so the diff is more than 2. You wont hit the next level with a +2%
 

rabidfox

The People's Champion
I'm not entirely clear on how the cards to decks thing works.

Does each card represent a specific curse (e.g. 'Card of Curse of Weapon's Touch') and then the 'deck' can only produce one of the effects you have cards for? Or are the cards more like 'charges'... where the 'deck' can produce any of the random effects and then you just have one less card?

It's pretty straight forward. There's 4 card types. Making a deck take 12 of each type.
5zUKW0T.jpg

E6lmYRQ.jpg


You then use the deck to apply a random effect to an item of your choice and consumes the deck you made.

o3Ikpjl.jpg
 

CBDunk

Well-known member
It's pretty straight forward. There's 4 card types. Making a deck take 12 of each type.
5zUKW0T.jpg

You then use the deck to apply a random effect to an item of your choice and consumes the deck you made.

Ah. Thank you, that is indeed much clearer.

Presumably, one type of card will drop in each of the new 'extreme challenge' dungeons... similar to the dusts in the four hidden Vecna chests. Thus, people will likely need to run these dungeons quite a bit to accumulate enough cards to update all of their gear. The minimum level 1 on the decks implies that this can be done with newbie gear... which would seem to imply that someone could construct a full set of 'cursed' level 1 gear with some fairly significant stats.

It would definitely be nice for there to be a way to REMOVE curses... having to farm a randomly dropped item, with a one time randomly occurring reaper bonus, and a one time randomly occurring mythic bonus, to add a one time randomly assigned curse is just a bit TOO much homage to the RNG gods. Even having to wipe and randomly re-curse items over and over again to get the set you want is likely going to be an EXCRUCIATINGLY painful grind. Having to start over with the BASE ITEM every time would be insane.

At the very least, any 'curses' with clear drawbacks like the heavy boots should either be removable or just taken out of the list of possibilities.
 

rabidfox

The People's Champion
The minimum level 1 on the decks implies that this can be done with newbie gear... which would seem to imply that someone could construct a full set of 'cursed' level 1 gear with some fairly significant stats.
Has some potential for some nice low level gear setups.

ioun.jpg
 

Monkey_Archer

Well-known member
You can't remove the effect or over-write it? Ugh, nothing like having to farm another reaper bonus item because you got a junk roll on the first try, or a duplicate effect.
Im ok with a massive grind for RNG results... but having to re-farm base items if you get a bad curse? That just seems excessive... I'm assuming there's going to be quite a bit of grind just to apply a single curse, so it should be able to overwrite an old one akin to a GMOF reroll.
 

Cult of the Ocelot

Well-known member
It's pretty straight forward. There's 4 card types. Making a deck take 12 of each type.
5zUKW0T.jpg

E6lmYRQ.jpg


You then use the deck to apply a random effect to an item of your choice and consumes the deck you made.

o3Ikpjl.jpg
Does this cause any issues with existing sentient, augments, mythic/reaper, or other crafted effects?
 

Ahpuch

Well-known member
yes its nice but strikethrough works different. https://ddowiki.com/page/Strikethrough
you need to break 100%/200%/300%/400% to hit a 2nd/3rd/4th/5th opponent.
+2% is kinda useless IMO. Most ST bonuses are 5%/10%/20%/30% so the diff is more than 2. You wont hit the next level with a +2%
2% maybe too low but its not like you have to cross the 100%/200% thresholds (as some may infer from your post) to have an effect.

If your strike through is 100% this will still give a 2% chance to hit a third target. A Two Handed Fighter will get 2% ST and 2% Doublestrike. A TWF will get 2% doublestrike but possibly nothing from that offhand bonus as that does cap at 100%. And then there is the poor archer who will only get 2% Double shot. So 2% strikethrough may seem useless but it is a bonus that other fighting styles won't be getting.
 

Grunndi

Well-known member
Interested to know the drop rate and source for the cards.

If it’s a loooong grind kinda makes rewrites less necessary since you’d need 168ish of each card to curse every item before you really start caring about trying to redo. If it’s a reaper crafting/nebula frag rate most people might have an entirely new gearset by then ?

But the really important question is do these make it possible to have elemental victory, ioun stone, fireflies and butterflies all at once….?
 
Last edited:

CBDunk

Well-known member
Any chance the random effects are scaling with the level of the item they are applied to? That +2 imbue dice one would be OP on a level one item... while the +2% strikethrough and such would be kind of a joke on a level 32 item.
 

seph1roth5

Well-known member
I like the idea, but REALLY think we need a way to reroll or overwrite. If things are permanent, it's very anti-grouping because people aren't going to want to pass loot ever unless it's something none of their characters will EVER use. Not only is that bad for raids it's bad for normal grouping too, very newbie-unfriendly. Also it's just going to suck up more storage space when that's already a serious problem. People are going to loot tons more named gear to throw in the bank to curse later, blech.

The challenge quests (or whatever they are) are already the farming aspect of this sytem, no need to make it more complicated/annoying and then double that. I'm assuming these quests aren't 3 min zergs? And/or the cards aren't 100% each completion?

Either way, a mildly efforty reroll system would make the system way more interesting. Doesn't have to be FREE, but definitely not something insane like the gem of many facets. Give us something to do with the zillion siberys dragonshards, or I'd be fine with 500 mysterious remnants or something. Like i said, it shouldn't be overly cumbersome because getting the cards from the extreme challenges is the grindy part.
 

J1NG

I can do things others can't...
Any chance the random effects are scaling with the level of the item they are applied to? That +2 imbue dice one would be OP on a level one item... while the +2% strikethrough and such would be kind of a joke on a level 32 item.

I haven't had time to head into Lam yet, but does multiple copies of the same Curse stack when it's on different items? Because that'll instantly make that +2% realistic when you have 12 Item slots where you can (if it was higher, say 5%) become +60%.

J1NG
 
Status
Not open for further replies.
Top