Agreed. However, as I feared, greed won. 8)The original idea of permanent stain on item was much better.
Which is the obviously stronger strategy. Waiting out of a perceived sense of loss is the certain way to lose outI'll likely apply curses to a chunk of my currently equipped endgame gear and then start cleansings afterwards to try and min/max the curses.
3 Questions:... With the launch of the Deck of Many Curses, this item will appear very rarely in any chest throughout the game.
Devs have one, probably. As for the players, wiki has some: https://ddowiki.com/page/Item:Deck_of_Many_CursesIs there a full list of effects out there?
Why? A bit of trading is never bad.I also think these cards should be bound to account
I'd prefer if this card stuff was kept contained to the "extreme challenge" quests. It shouldn't drop everywhere. This is mostly a system for min-maxers and should stay in it's own little area. I also think these cards should be bound to account, I believe you are seriously underestimating how quickly people will grind this out.
Also remember that this entire thing will just make the whole "the game is too easy" complaints even more numerous.
Why? A bit of trading is never bad.
You mistakes here too: ToF is tradeable, just indirect and limited way. 8)I think there is a good reason why endgame currency like Threads of Fate are non-tradeable.
1. No, Bonepickers and GS Extractors would be part of this list too, then.It is good that they listened and added this item to the game.
But there should really be 3 ways to obtain it.
1: Rare loot in chests in game, like jewellers and sentient toolkits.
2: A way to grind for materials to trade for them.
3: Buy in store.
Then everyone could get them the way they prefer to do it.
I agree with this staement. And I would elaborate and say that cards do and should only drop in the quest pack. But I agree putting cleansers in more chests than just the pack, but maybe a minimum lvl loot requirement for it to actually drop, with a higher drop rate in higher loot tables and raids. This way you can grind cleansers outside of the pack and arent stuck grinding a single pack forever.I kinda of like where this system is at now. I can grind out those new challenges to curse up all my endgame stuff (its a lot with swap gear and stuff). Then over time as I acquire cleansing cards, re-run those challenges here and there for new decks. And I definitely like that these drop anywhere, so I'm not locked in to one specific content pack to try to get these.
Having done some estimations based on purely the number of different effects (and its probably worse than that given what devs had said about chances of certain effects, I'd assume strong effects drop less frequently like myth boosts), even if these are sold in store I won't feel compelled to try to min/max this, just like I don't feel compelled to farm endlessly for a full set of perfect 1:1000 Myth/Reap boosts. I'm prob a medium spendy person though, I'll drop a few shards on re-rolls during loot boost weekends, and when I'm bored I'll hit the quests my stuff drops in a couple times.
I highly doubt there will be huge influx of capped toons running heroics to farm these as someone said. That's an extremely inefficient way to spend your time vs. running reaps at cap where you can also feed gems, get RXP, and pull Reaper frags, useful myth/reap boosts, high level augments, and rare filis.
What it will do is give people a reason to open chests when they're leveling. Prior to reaper crafting I generally didn't even open end chests while leveling, it just slowed down the xp/min. But with high value items dropping potentially anywhere, those low time investment side chests now have a purpose starting in korthos.
Huh? Applying cards to leveling gear is a waste of time because gear changes far too often. Oh boy, you got +2 stat or +1 DC on a level 5 Feywild named item rather than on one of your legendary raid items. Big whoop, the impact is negligible. It'll be replaced in a few levels by something else.Allowing this system on heroic gear (with the same numerical effects mind you - which, riddle me that one why that makes sense balance wise) will discourage some reason for players to engage with this system at cap.