Curse Overpowered...

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DiabloVodkaShot

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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.

100% agree.
 

Mystickiller

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Post the video to show that I owned you guys 7v1 lmao. Not died a single time nor have I been close. It's the same as it was on euro. I could see if someone had some PR or MR kit on but NONE of you had it. On euro we spent millions countering certain spells that were OP thats how mir is. Don't like it CHANGE YOUR KIT.

What is this servers definition of OP. Something that can't be combated or countered because they just CBA? Lmao.

To top the matter off its by far one of the rarest spells ingame. 6 months and 1 book seriously. On top of that not every can use it to the same degree. Even ace only had 4 books the entire duration of the server.
 

RandomGKL

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If you add a cooldown to it, it fix's the PVP issues, but reduces its usefulness in PVE. Maybe have it effect players less often then mobs, 1/3 chance of it working on players compared to mobs for example.
 

jaffar91

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i used to love spamming curse on ragezone highrate it used to piss loads of people off lol, dont forget purification counters this spell, i would say even a 10 second delay would be better than nothing
 

Clintus2

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every time someone gets something which hurts the cry babies come out!!

Please dont change this BH, once the "opposing" guilds get it the complaints will stop and it will be part of the game.
 

neptuneshaun

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I remember all this from euro, being a long standing tao on euro.

curse used to work like this, this might tone it down a bit on here.
level 0 - Random chance of 1-3 out of the 9 squares were cursed. Level 1 - 1-4 out of the 9 squares, Level 2 - 2-5 out of the 9 squares, level 3 was 3-6 squares. it should be a 3x3 radius (all random each time, covering the image). It reduced stats DC MC and SC down by 5 (top end only). the duration was never dependent on SC (if I remember properly) and was like 3-7 seconds (depending on level).

I still feel there shouldn't be a cooldown on this if you can get it working like this (as then the spots are random but still work). im sure th slow effect was only 20% slow speed (any more than that an I think its to much).
 
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The NightAngel

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Two very quick balance options (suggested all my mir life)

1) change curse to be single target cast instead of aoe. (not very popular... Ever, but fair imo)

2) change purification to be AoE cast so that taos are buff/debbuffing each others moves over and over. (For this to be fair curse would need to be far more common orrr have a fairly low chance of being purified)

They are two simple balance options imo.

Good luck.
 

Jacko

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Curse is fine stop whining. The damage reduction is almost unnoticed and it's only mainly used for the slow.and if you're going to nerf curse feel free to give Taos plague because they can use it well.
 

Colin

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On euro it was sc related. So the time it lasted and the % reduction of stats went up like the UE did on euro with stupidly high sc taos giving +7 stat (dc only though) for 8 minutes
Curse seemed to last forever from that TT tao whose name I forget,

---------- Post Merged at 10:12 AM ---------- Previous Post was at 10:02 AM ----------

Curse has always been very problematic since it was introduced.

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

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.

But having FF wiz who can work together should sort out a tao curser and wearing amc and mr and archers outside the aoe. Then will it need changing again once there are more FF profield and blizz counterstrike etc etc in game. The crying seems to me to be from players who havent yet got all the skills they are used to on all the other p servers and so the only curse the few FF have much more impact that if everyone else has them.
Plus looks to me like everyone want to run round in max offensive stats all the time. Thats not the way to play this.
 

HarryH

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AC/MAC buff also affect players far outside of their graphic area, however the 3x3 grid is still in there somewhere same with curse. It's just a graphics issue.
 

Samuel

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Thought I would comment (as I coded it :P).

From what I remember of Curse it was always a bit of a game changer (much like FF for Wizards)...

I am pretty certain that I copied the rates from the phili source (rates being: chance of slow, time of slow, debuff rates and area of effect), the flinching afterwards is obviously a bug and I am inclined to ask LCD to look at this as he would be able to fix this far faster than me at the moment... I will ask him to double check the rates to be sure, but, I am inclinced to keep it official as it was always a "great goal" for taoists, taos have to be in the grind to get to that level and are rewarded with being the hardest pvp'ers.

Sam
 

The NightAngel

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Thought I would comment (as I coded it :P).

From what I remember of Curse it was always a bit of a game changer (much like FF for Wizards)...

I am pretty certain that I copied the rates from the phili source (rates being: chance of slow, time of slow, debuff rates and area of effect), the flinching afterwards is obviously a bug and I am inclined to ask LCD to look at this as he would be able to fix this far faster than me at the moment... I will ask him to double check the rates to be sure, but, I am inclinced to keep it official as it was always a "great goal" for taoists, taos have to be in the grind to get to that level and are rewarded with being the hardest pvp'ers.

Sam


Hi Sam,
Its great to see you having more input on the forum again.

It may be worthwhile thinking outside of the "official" box regarding absolutely everything going forward.
I suggest this only because not everything has been "official" to this point so anything that was implemented on an "offical" balancing aspect may not apply here.
Just a small example would be that the pets have master commands, combined with a spammable aoe slow there will now be perma slow perma flinch problems.

I really dont want my post to come across as knowing better because i do not, i do however believe that making this server "your own" from this point forward and forgetting about official and euro would be most advisable.

You have already won the euro clone wars, this server has been a great euro replica, with the struggle for low level items right up to the skills being almost unatainable, the exploration of the new layouts to maps giving it that first time feel and of course the early server sebuk wars.
Now you have outgrown euro and official. this is now your very own stand alone game, I believe you would be wise to use your imagination and develop this further as the next gen mir it should be.

There is still an awfull lot that has never been done before on any server that this game could provide and support.
 

DiabloVodkaShot

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Thought I would comment (as I coded it :P).

From what I remember of Curse it was always a bit of a game changer (much like FF for Wizards)...

I am pretty certain that I copied the rates from the phili source (rates being: chance of slow, time of slow, debuff rates and area of effect), the flinching afterwards is obviously a bug and I am inclined to ask LCD to look at this as he would be able to fix this far faster than me at the moment... I will ask him to double check the rates to be sure, but, I am inclinced to keep it official as it was always a "great goal" for taoists, taos have to be in the grind to get to that level and are rewarded with being the hardest pvp'ers.

Sam


The hardest pvpers... you mean impossible... with their pet commands and curse unbeatable some would say.

Do care to shed some light on a warriors game changing spell. Similarly i think you also need to look about the radius of the hit on curse and how often it works...
 

ziiid

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I haven't played with or against anyone on here with curse so I am not saying anything specifically in relation to losing in pvp etc.I played tao on both euro and usa and had more sc by far than anyone on this server, curse certainly never lasted 19 seconds.. I don't know how often it lands on here but it also had a relatively low chance of working. Of course it was level dependent but even on things 20 levels lower than the caster it would work maybe 75% of ttime. Same level of the caster it could easily fail 4-5 times in a row. The rate of it landing was the one thing that kept it balanced, especially against another team with a tao as well, it would not be as worth using if the other team was using puri because it took some effort for it to land.
 

Mystickiller

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Thought I would comment (as I coded it :P).

From what I remember of Curse it was always a bit of a game changer (much like FF for Wizards)...

I am pretty certain that I copied the rates from the phili source (rates being: chance of slow, time of slow, debuff rates and area of effect), the flinching afterwards is obviously a bug and I am inclined to ask LCD to look at this as he would be able to fix this far faster than me at the moment... I will ask him to double check the rates to be sure, but, I am inclinced to keep it official as it was always a "great goal" for taoists, taos have to be in the grind to get to that level and are rewarded with being the hardest pvp'ers.

Sam

Thanks Sam, This is what I've been telling everyone thats complained to me about the when I own em. Fair do's it does make me the biggest target in pvp when I'm actually involved in a fight. But I'm used to that on Tori/Zombie :)
 

d1craig

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isnt curse overpowered by default lol? it is THE overpowered skill no change will make it not OP. after a few more levels or extra SC it willl be as powerful as it was 2-4 weeks ago.

unless you change it so SC doesnt affect it in the slightest, the only thing that affects it being skill level. level 0 - 2 secs slow, level 1 3/4 second slow etc etc.
 

Mystickiller

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Lv0-2 curse has always been crap. Not many taos over 44+ so even if they get it dropped chances of getting it to lv3 off the go is low. SC Doesn't really seem to affect curse. Even with 79SC I was still doing 13 second curses. The rate is random on how often it hits, Typically on players its 1/6 on mobs its 1/3 and on bosses its anywhere between 1/12 to 1/16. Like any other spell its easily countered. Theres a reason there's gems ingame. There's also a reason on euro people kitted with PR to counter.
 

Samuel

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The hardest pvpers... you mean impossible... with their pet commands and curse unbeatable some would say.

Do care to shed some light on a warriors game changing spell. Similarly i think you also need to look about the radius of the hit on curse and how often it works...

Have you tried playing a warrior pre-tdb? TDB was very much the game changer for warriors (in my opinion).

Sam
 

Darkans

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If slashing burst works the way it has on other servers (although I'm told it doesn't on here) that would be the game changer, it is such a good spell.