Update 63 Preview 1: Deck of Many Curses

Status
Not open for further replies.

droid327

Hardcore casual soloist
Yeah there needs to be a way to cleanse unwanted affixes so you can re-apply. Every other comparable system in DDO allows rerolls like that.

Is 2% MRR cap really +2? Doesnt seem to make sense as it'd only be +1 with Cloth armor.
 

Mand O'Lin

Singer of Songs Drinker of Drinks
Is this like the original Dragontouched crafting from Reaver's Refuge? Where you received a random effect and needed to keep trying until you received the desired benefit?
 

saekee

long live ROGUE
Hey guys,

I went through 30 decks of cards and recorded the before and after. What I have found is that there are 2 versions of each "curse". For example, you can get +10 Universal SP, and +4 Universal SP. You can get +2 Range Power and +5 Range power. You can also get +1/+2 versions of each individual Ability, as well as +1/+2 to 3 abilities at once (I assume there is a +2 version here though).

What I also found is that out of the 30 shuffles, it looked like the chance of getting something is about 1.7%-2% (small sample, but it was pretty consistent). I ended up with 45 different attributes out of 60 potential within my 30 shuffles. (again, small sample).

Some were "good trades" and others were not so good (example, deck 23 showed +5 melee power, and when I crafted, I ended up with +1 search...ouch)

Also, take note of Deck 17...traded it in and got weight of stone...so, basically stone shoes...yuck!

Anyway, RNG is alive and well...and risky...and...unpredictable. lol

windowactual
deck 1attack and damage-20% melee threat
deck 2immune to item damageMythic +2 all
deck 3true seeing+1 str/dex/con
deck 4true seeingopen lock
deck 5true seeing+5 MRR
deck 6+1 str+5 melee power
deck 7immune to item damage+2 imbue dice
deck 82% MRR Capfeather falling
deck 9+1 reflex+1 rune arm DCs
deck 101% acid abs+2 ranged power
deck 11open lock-20% melee threat
deck 12+1 wis/int/cha+1 reflex
deck 13+1 str/dex/con+1 SA dice
deck 14+1 cha+1 assasinate
deck 15+1 abjuration+5 ranged power
deck 16+1 transmutation+2 tactical feats
deck 17attack and damageweight of stone
deck 18+1 hide+20% melee threat
deck 191% cold abs+2 PRR
deck 202% MRR Cap+1 will
deck 21+2 reflex+1 Heal
deck 22+2 IntFear imunity
deck 23+5 melee power+1 search
deck 24+10 Universal SPWater breathing
deck 25+2 attack and damage+4 Universal SP
deck 26Wealth+1 rune arm DCs
deck 27Deathblock+1 fort
deck 28augment slot-20% melee threat
deck 29Min lev reduced 1+4 Universal SP
deck 30+1 HideWealth
this demonstrates why it is called ‘cursed.’ Thanks for the labor. I think this will be fun to do on some piece you have a double of and are curious to try, or some lowbie gear
 

Theo

Well-known member
ahhh curropt a wish rever's refuge style .... yeah ...... yippi .....
... at least those you could 'overwrite'
 

Evaldor

Member
Quick note of the best things I saw while pulling that may not have been mentioned already:
  1. divine fortune- 4 prr, 1% acid, cold, elec absorb, +1 saves vs spells (all one mod!)
  2. +2 sneak dice
  3. Strength of Body- +1 str/dex/con (no 'lesser' or 'major' in name, so no +2 available most likely)
 

Thorntoe

Well-known member
You can apply these to crafted items.
You can also apply these to cosmetics, BUT, no curse attaches to the cosmetic, so its just throwing cards away.
You can't apply them to quivers.

Most curses have a Minor and a Major version. Example: Minor Warding = +2 MRR. Major Warding = +5 MRR.

There is one curse, Major Masterworks, that says, "some effects on this item has been increased as if it were two levels higher", haven't figured out if it actually did anything yet, the text on the item doesn't change, though the curse is listed as applied.

The Fortune bonuses do not stack. I rolled 15 curses and received two Minor Warding (+2 MRR), and one Major Warding (+5 MRR), no stacking.
 

Lotoc

Well-known member
I feel like a lot of the effects are too beneficial compared to the ones which are purely negative, these effects are meant to be curses but some of them have no negative side effect besides the RNG required to put them in place.
It really should be all effects have a negative and a positive and the positive is that much stronger for it's demerits.

Could we get the effects as an actual card we pull from the deck so we know what we're applying beforehand? Still the same levels of RNG but not inherently punishing on a massive scale for getting a bad roll.
Additionally, the negative effects like sink like a stone could potentially ruin an item for general use, is there going to be a DDO store item to strip curses?
 
Last edited:

Fisto Mk I

Well-known member
"You have been cursed by this neat buff" just doesn't make sense.
It curse because you cannot remove it after it applies and unwanted "buff" just waste Fortune slot forever.

Curioused, how many peoples in treads don't understand this issue and demand from devs possibility to reroll curse. It curse, guyz, and it cannot be reroll!
lE2E7Ff.png
 

Triaxx2

Well-known member
I... feel like this is going to be a problematic implementation. Let me draw a card directly from the deck, and then apply that fixed effect. Waiting until it lands on the item is... going to worsen the hoarding issue rather than help it.
 

Mand O'Lin

Singer of Songs Drinker of Drinks
It curse because you cannot remove it after it applies and unwanted "buff" just waste Fortune slot forever.

Curioused, how many peoples in treads don't understand this issue and demand from devs possibility to reroll curse. It curse, guyz, and it cannot be reroll!
lE2E7Ff.png
A curse is something negative, an evil misfortune... Although the wrong "buff" certainly might be viewed as a curse.
- A rogue getting the "Command" enchantment buff on an item.
- A paladin getting an item benefit which carries the "taint of evil" flag.
or some such...
Not sure if these are in line with the Deck of Many Curses buffs though.

If you have equipped the Heart of Suulomades, are you able to equip an item with one of these "curses"? Is the "curse" negated while wearing the Heart?
 

Ysukai

Active member
The deck allow you to put in some cosmetics.
Glowing eye - worked
Cosmetics weapons - didn't work
Reaper cloak - worked
It uses a deck.
The deck is consume and nothing is added(as it should be).
 

ChaoticDrivel

Well-known member
Interesting idea, with a not-so-interesting implementation.

These are more like uninspired, and inconveniently-assembled boons, rather than curses.

If they came with more distinct features, and with an upside - as well as a notable downside - now that would be exciting!
 

Elfishski

Well-known member
A lot of complaints about not getting to choose the exact effect you want but (dependent on how you get them and when you get them and much grind it is to collect cards) this is a massive amount of power creep getting an extra effect on every item you're wearing. Sure about the unrestricted nature of this, devs?

Also they're clearly not "curses" by any definition?

Ideally anything like this or gem of many facets etc that rolls a new random effect when added should display "adds a random curse when added" not a different random roll, which is confusing and adds unnecessary frustration.
 

Jack Jarvis Esquire

Well-known member
Not a fan of no way out combined with RNG.

Monetize the solution.

Add a remove curse item to the store for a high cost.

Better than nothing. ☹️
 

Neilfladech

Well-known member
It curse because you cannot remove it after it applies and unwanted "buff" just waste Fortune slot forever.

Curioused, how many peoples in treads don't understand this issue and demand from devs possibility to reroll curse. It curse, guyz, and it cannot be reroll!
lE2E7Ff.png
Just because there is a justification does not change the fact that it's a bad implementation. People didn't like this system when it was introduced on the gem of many facets. They've now doubled down. I don't understand the reasoning.
 

Dragavon

Well-known member
I do not like this.

Completely random and not able to retry for another bonus if you get something useless for you.

I am going to completely ignore this. I do not understand why developers choose to make systems like this that have proven really unpopular with players again and again.
 

nenetteblackmoor

Well-known member
You should add an option in the list to remove curses like the 'Remove Visual' feature of the Glamered Weapon Aura.

It's easy since the program can branch here.

We can streamline things by not creating a special item to remove curses.
Following the existing rules, creating something similar to the Sentience Toolkit or Jeweler's Tool Kit would not confuse the players.

The most ideal option is 'overwriting'.
 
Last edited:

Striga

Well-known member
Not a fan of no way out combined with RNG.

Monetize the solution.

Add a remove curse item to the store for a high cost.

Better than nothing. ☹️
Ways out exist, you can sell that thing. Crunch it for reaper fragments or sentience.

Anyway, by all means, add an expensive curse negation item to the store. But leave the item cursed anyway, ineligible for further deck upgrades. THEN, add an obscenely expensive curse cleansing item to the store, that clears everything.
 
Status
Not open for further replies.
Top