Curse Overpowered...

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DiabloVodkaShot

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Hey guys,

Thoughts and opinions on this please. I have video'd Orca taking on 3 mele... also screenshots of him boasting about taking on 7 people in dd kr now he has it. Therefore here is my opinion on why its overpowered:

Issues:
1.Can last 13- 18 seconds
2. takes DC OFF... too much
3. Curses outside its image by loads.
4. Glitches on body, so still effects take place after 13 sec of it.
5. No cool down so it gets spammed.


Suggestions to fix:
1. Add a 5 second cool down...
2. Less DC.
3. Only movement speed not attack speed.
4. More resistant with tiger necklaces.

I am not saying use all of these suggestions but perhaps one or two.

I have a video of the fight where we could do **** all... Yes he may be a good pvper but still with 3 mele on your ass you should be struggling. I am trying to upload the video but unfortunately i have the worst internet whilst at home... so im afraid i may not be able to upload it.

NO Spam please just thoughts and opinions... No doubt the guild(Team) with the skill will troll the thread, but they all admit in PMS its over powered.
 

Babyhack

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We are looking into this

On the counter to this, I have another PM from someone else saying their group had a fight with the same tao with curse and said it was the most fun they had on the server.
They where able to take out the tao and also take on the boss

Two sides to every story :P

I do agree that it should not be spam able so needs a cooldown, how did it work on euro?

BH
 
Last edited:

Unseen0202

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Hey guys,

Thoughts and opinions on this please. I have video'd Orca taking on 3 mele... also screenshots of him boasting about taking on 7 people in dd kr now he has it. Therefore here is my opinion on why its overpowered:

Issues:
1.Can last 13- 18 seconds
2. takes DC OFF... too much
3. Curses outside its image by loads.
4. Glitches on body, so still effects take place after 13 sec of it.
5. No cool down so it gets spammed.


Suggestions to fix:
1. Add a 5 second cool down...
2. Less DC.
3. Only movement speed not attack speed.
4. More resistant with tiger necklaces.

I am not saying use all of these suggestions but perhaps one or two.

I have a video of the fight where we could do **** all... Yes he may be a good pvper but still with 3 mele on your ass you should be struggling. I am trying to upload the video but unfortunately i have the worst internet whilst at home... so im afraid i may not be able to upload it.

NO Spam please just thoughts and opinions... No doubt the guild(Team) with the skill will troll the thread, but they all admit in PMS its over powered.

100% agree matey
 

DiabloVodkaShot

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We are looking into this

BH

Okay thanks mate was just told to post it on here by the mir chronicles facebook, thats all. Hopefully sooner rather than later before team take advantage of this at a certain sabuk wall as it will be the only way they will win.
 

Techno

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was no cooldown on euro lvl 3 lasted avg 13s at lvl 3 it took 3 dc/mc/sc and slowed movement,just as it does here, ppl only moanin cuz 1 person has it atm? when a few more have dropped it will be all fair play in the fights...oh and more fun too :)
 

ILovePie:D

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Curse was ALWAYS going to be a game changer on here. Taos were already OP.

However, you're only moaning because it's being used on you at the moment, when others have it too, it'll balance out.

On EURO, you could spam it, it was great for spamming in big TS lures to slow the mobs down, so really handy here.
On euro it took like 15% stat reduction off you, and also made you slow (purple FC effect). Even if a tao puri's you, the stat reduction would still be active.

Your guild has blizzard, this also slows us down, we dont moan?

Perhaps use your head, and use some defensive stats, AMC/MR? I use AC and Agil on the sin, to counter warriors
 

DiabloVodkaShot

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Blizzard has side effects such as you freeze upon casting... Delays etc.

Let me quote "Taos were already OP" so why make them more OP?
 

ILovePie:D

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Blizzard has side effects such as you freeze upon casting... Delays etc.

Let me quote "Taos were already OP" so why make them more OP?

Yeah, don't let them get anymore OP, just stop them from being able to gem kits, and never learn new spells.

They should have sorted masters target out before this, and the extra damage that taos do, but GM's chose to leave this for months.

Lets remove slaying toggle too, so it doesn't make a warrior OP.
 

HarryH

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It does sound OP and so it should be, making the Taoist the first person to kill in every circumstance. However 3 DC none with shadow step it would 'win' every time. Orgs need SS :D
 

DiabloVodkaShot

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It does sound OP and so it should be, making the Taoist the first person to kill in every circumstance. However 3 DC none with shadow step it would 'win' every time. Orgs need SS :D
lol believe me we know we need that :P still its 7 dc not 3 dc i believe... and can give us ss if u like :D we barely even have LR lol so curse + deva is game over ha tbf LR is 36 spell should be ingame a little more.
 

ILovePie:D

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You could hunt for LR?

Curse does a %age of your stats, I think it's only DC/MC/SC removed on here? Pretty sure on euro it took AC/AMC too?
 

ILovePie:D

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Also worked on players, lol. The purple effect does slow attack speed, and movement speed.

Wear some more AMC, and it'll work less often
 

DiabloVodkaShot

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Also worked on players, lol. The purple effect does slow attack speed, and movement speed.

Wear some more AMC, and it'll work less often

Thats not just the answer because ill have less dc then... and practically hitting you for like 10-15 lol....

Fact is its overpowered and GM said he was gna look into it/ is looking into it so thread can be closed now.
 

ILovePie:D

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Thats not just the answer because ill have less dc then... and practically hitting you for like 10-15 lol....

Fact is its overpowered and GM said he was gna look into it/ is looking into it so thread can be closed now.

But you'll get hit less, and then are able to hit with full DC.

If you're getting spanked by a wizard/archer, would you wear a tiger necklace to fight them? Losing some DC, but giving you a fighting edge against them?

The game isn't all about max DC/SC/MC. You should use counter methods against something, instead of just crying for a nerf.

I said taos were OP, due to masters target, and it never missed.
 

Koriban

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Curse has always been very problematic since it was introduced.

Frankly I think it offers "too much" for just one spell:

It's massive AoE
Its chance of success is high
It slows everyone in the AoE
It reduces A.Speed of everyone it hits
It reduces DC/MC/SC of everyone it hits
Can be cast practically infinitely due to only using up 1/amulet per cast.

^

Far too many pro's and too little cons for a spell.

Suggestion: How about remove the a.speed/Dc/mc/sc reductions (this is just not needed, the primary use of this spell is to slow down groups of people) and increase the cost to cast to 20/amulets per cast. Fix the AoE size so that it's more consistent (easy to see if it's going to hit or not) and make it a FIXED length of time on how long you're slowed. Something like: [Level 0] - 4seconds / [Level 1] - 7seconds / [Level 2] - 10 seconds / [Level 3] - 13seconds.

I don't mind tao's spamming this spell, but it needs to have some drawbacks/counterplay to it. Eating up your amulets should be a drawback. The other drawback this spell currently has is, if it keeps failing, they're at risk of dying to melee characters.

The suggestions I've made are reasonable considering this spell, when in mass-use by every tao possible, causes some serious "anti-fun" pvp scenarios.
 

TheDayIDie

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Blizzard has side effects such as you freeze upon casting... Delays etc.

Let me quote "Taos were already OP" so why make them more OP?

Curse:
Reduces mob attacks (Attack Speed, DC, MC, SC).

That is from euro

BH

Then why change something that isn't broken? If you change things to one class then it will break other things down the line.

The only problem I see with the spell based on this post is that it can hit players outside of the image area.

Also the problem in regards to it still being in effect after the countdown if that actually happens.
 

Skyline

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I deffo think and always have thought that Curse should have a cool down.
It's too easy to just keep spamming it, adding a cool down at least adds a little more tactic to using it.

Oh, and I've never fought anyone on here, never mind someone with Curse. So I'm just giving my honest and unbias opinion.