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  1. #41
    The Hatchery Rinnaldo's Avatar
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    I am the only one who had a hard time stacking more than two curses on something before it died?

    Granted, I didn't do a whole lot of testing on boss monsters...

  2. #42
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Seikojin View Post
    And what if the stacking curse nerf is to fix a hard coded bug with stacking curses?
    Then Turbine needs better programmers. Failing that, here is an obvious work-around:

    1. Curses cannot be stacked.
    2. Curses automatically apply greater vulnerability over time. For the first 20 seconds, 15%. For the next 20 seconds, another 15% for a total of 30%, and so on.
    3. This process has a maximum of 90%. (Or 75%. Or 60%. Or whatever.)
    4. Curses cost 30 SP. (Or 25 SP. Or 20 SP. Or whatever.)
    5. Awaken Weakness effects will not wear off on their own. Use a potion, a scroll, or find a helpful cleric.

    I freely allow Turbine to implement this immediately.

  3. #43
    Community Member InSoNiAc's Avatar
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    We need to be able to DPS bosses better.
    I think the aspect of this change that has irritated myself and a lot of other people is that the opportunities to get a full stack of curses and do massive spell crits was, in all honesty, very limited. It did mean however that direct damage casters had something to do for once in end game boss fights that normally span several minutes. The curses were far from overpowered and at best would make a boss fight last a few seconds less. Of all the changes and balances that have been made for update 9 was this one really necessary?

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  4. #44
    Community Member Rodasch's Avatar
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    Bump the Curse up to 45-50%, give it a shorter cool-down (or make it area of effect) so it can be cast on multiple monsters, and keep it non-stacking, that should make everyone relatively happy and avoid the whole stacking curse issue.

    Don't forget we're giving up NINE caster levels in opposing element to gain all these bonuses...make them worth the sacrifice. There should be a net gain to the PrE, and that means the gains need to be that much larger on a PrE with such a huge penalty. I can't think of any other Prestige Enhancements in the game that have that big of a downside...or even anywhere close to it.
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  5. #45
    Founder Arlith's Avatar
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    Quote Originally Posted by Kza View Post
    (And even funnier for savants)
    There is nothing funny about savants.
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  6. 04-15-2011, 01:12 AM


  7. #46
    Community Member barryman5000's Avatar
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    So, I've gotten some 40 or so posts and while all of the suggestions for came from players I'm surprised that no dev has came out and said anything. Like I said in my original post, I understand why they did it but really what they did was make it a worthless use of 5 sp. It has almost no use outside of maybe a little tiny bit of extra dps against a boss.

  8. 04-15-2011, 03:23 AM


  9. 04-15-2011, 10:36 AM


  10. #47
    Community Member EustaceTrevelyan's Avatar
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    Quote Originally Posted by barryman5000 View Post
    Saw this on the release notes and immediately tested it. Debuffs no longer stack.

    I understand the reasoning. . . . but if you go ahead with this can we get a much shorter cool down on the debuff? Kinda useless to debuff and wait 20 seconds.

    I wonder if they planned it all along, just ta mess with us They DO have a pretty wicked sense of humor.

  11. 04-15-2011, 12:01 PM


  12. #48
    Community Member Myrdinn's Avatar
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    Lol, I have a good idea, why not just add 15% dmg for all [put element] dmg on tier 2 instead of a debuffing clicky?

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  13. #49
    Community Member Requiro's Avatar
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    Agree with most people here: This ability was design to stack. That’s why it have so long colddown and low debuff rate (15%).

    If it can’t stack anymore improve this ability with:
    - Shorter colddown. Lets say: 5 or 8 sec.
    - Improve debuf rate: To something like 25% - 30%

    Or redesign savant PrE and add something like this:
    Tier 1 (Level 6):
    • Inherent: additional +3% more damage with proper <element>
    • Awaken Elemental Weakness: +10% damage, colddown: 15 sec.

    Tier 2 (Level 12):
    • Inherent: additional +3% more damage with proper <element>
    • Awaken Elemental Weakness: +20% damage, colddown: 12 sec.

    Tier 3 (Level 18):
    • Inherent: additional +3% more damage with proper <element>
    • Awaken Elemental Weakness: +30% damage, colddown: 8 sec.
    -------------------------------------------------------------
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