b29: Cursed/Doomed: Rework Fateful - Aura
Moderator: Moderator
Re: b29: Cursed/Doomed: Rework Fateful - Aura
I don't see why many people are complaining about the required cost in generic points that this adds, it is much easier to overcome than Unnatural Body. I found that adding a single point into the second skill at level 4 more than compensated for the detrimental effects, because it makes the items more random. The useless items can be more useless, but they can instead get a boost, in which case they can be quite good (especially with the bonuses from the last two skills).
Re: b29: Cursed/Doomed: Rework Fateful - Aura
Unnatural body don't force scamming/framing behavior on player, it's passive and invisible. One of the problem of cursed items is their high visibility.
Re: b29: Cursed/Doomed: Rework Fateful - Aura
In fact, Cursed now have no other generic tree. Spending 20 generic points on this tree leaves more than 20 points for Health, Armor and Weapon Accuracy/Combat. The only problem is skill scaling. You don't want to get the penalties at low level and bonuses at high level... it makes early game miserable and late game overpowered. This tree should be completely reworked to make %chance of penalties/bonuses fixed. Extra points should improve the bonuses in term of quality.Postman wrote:I tried Cursed and I have to say it's not fun to play any more, purely because of cursed items. I'm not saying it's difficult. In fact I think there was absolutely no need to boost weapon point. Rough start is ok IMHO. But cursed item make game no fun (at least for me). Penalty is not insignificant: -2 str is a lot for lvl 6 character and forcing player to farm for acceptable items. Which is no fun. Also make player to carry junk around. Cursed already strapped tight for generic points, and forcing him/her spend even more at the beginning of the game, only to compensate for built-in disadvantage is IMHO not a good design decision.