#Whip curses

29 messages · Page 1 of 1 (latest)

hollow schooner
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The change to make whips no longer bless-able and so that you cannot lose them is quite a big one IMO and I am quite okay with working that way.
I strongly think at least some of the whips curses need to be tweaked to keep the balance though.
Especially looking at the "one-shot" curses like Lightning whip.
It is a very punishing curse for a very strong whip which made sense before since you would get rid of that curse once you blessed the whip.
The Ice Whip on the other hand which is about as good as the Lightning Whip (not trying to start a debate which is better) works the other way around. The curse is fair and a challenge when you first get it because it changes the game's mechanics. However the more you play with it the more you learn how to use that to your advantage and for a fair amount of players (especially the experienced ones) it becomes more of a blessing instead of a curse.

I do not want the Icy Feet to be changed. I do want Glass Bones to be nerfed though.

honest summit
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Glass Bones should leave the player at half a heart the first time they take fall damage or crushing damage, then they get killed
Just a proposition

hollow schooner
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for example, yea

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or just do a 'triple the damage' from long falls and crushing effects

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coz that's still gonna oneshot you a lot of times but I often risk taking half a heart of fall damage to save time rolling/whipping the ground and if that can oneshot me I kinda cant do that that freely anymore 😅

wispy cloud
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I agree with this point exactly. I made another post about the feather whip before reading this one but it covers basically the same thing. Like the vine whip (super jump/lethal darts) is not really ever a take for me since the trade off of a run end from a random dart isn't worth the higher vertical mobility. imo the mobility of lightning whip is better since it nearly lets you turn on a dime but the lethal fall and crushing curse is just so difficult, especially for longer runs. And we've seen the curse of a whip be changed with new updates, for example the void whip (can never have more than one heart) has a really cool curse that's hard but not completely run killing, and worth the trade off of being able to take as much time as you need to get through each room.

daring marsh
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I liked the losing the whips and waiting for a player to complete the temple or paying for it. It goes with the story that we are stuck in the temple playing against the the temple

barren wing
wispy cloud
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Or, an alternate idea: I saw a blessing appear at the end of floors in the beta (I don't know if it's in live) that just, removes the curse of a whip. Maybe for harsher curses, like one shots, make it more likely to appear? Or maybe in one of those extra statues for red coins.

sullen bronze
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Not sure if necroing here is as shunned as online forums, but I'll assume it's not 🤣

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I recently came back to the game, haven't played since Invasion update

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Being unable to decurse whips was a shock, but as an Ice Whip enjoyer, it wasn't all bad

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I would like to suggest an overall theme for curses to follow. Let me explain:

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Who might be using Lightning Whip? People who want to go fast. What downside that isn't really a downside could you give to that whip? Being unable to open chests. If you're not fast enough, phantoms will do it for you, but if all you want is to go fast, you have to give up the coins.

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DIY whip is a great example: it's for players who want to find chests more easily, but phantoms will take those coins sometimes

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Another example: Lava Whip. It's for those who want to be able to heal in Inferno. What could be the downside? Standing in water hurts.

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The overall theme should be something along the lines of "With some added difficulty, you can work around the curse"

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Ice Whip is great because if you strip down the specifics, you end up with "You go faster, but it's harder to control"

versed shuttle
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Yeah, a number of curses were fine when you could bless them, but currently are extremely bad. Perhaps being able to "bless" a very bad curse into a lesser curse could work? Some sense of accomplishment but still having a downside

sullen bronze
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It's a good suggestion, and it could be applied regardless of what kind of curses the whips have.

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Just to wrap up a few quick suggestions for curses:

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Forsaken Whip: Take half damage, but you can only have up to 2 heart containers. The concept for the curse already exists, and it fits the theme here. Taking less damage with the downside of having less of a health buffer

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Vine Whip: Jump much higher, but you take double/triple fall damage. This would be inconvenient, but could be worked around with good roll timing.

sleek oracle
# sullen bronze Who might be using Lightning Whip? People who want to go fast. What downside tha...

I like what you're going for, however being completely unable to open chests on your own means either ignoring anything involving gold, or feeling obligated to slow down to be able to buy blessings, and I don't think this would feel good.

I think it would be better if the curse was to prevent players from opening chests from a distance (ie with your whip). That way you're not entirely dependant on other players, and if you're fast enough (as per the whip's blessing) you should be able to get to most chests before the other players to open them yourself anyway.

sullen bronze
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You have valid points, but I feel like it wouldn't be much of a downside.
Maybe something in the middle, like coins not flying towards you even if you are the one opening chests, or chests containing less coins.

sleek oracle
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hehe personally if a curse was that coins never flew to me it would be another way to politely but firmly ask me never to pick up the whip 😛

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But yeah less coins in chests could work

graceful flume