Hexblade - Curse Weapon

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Dreams
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Hexblade - Curse Weapon

Post by Dreams »

This is feedback specifically about Hexblade's Curse Weapon ability. You can use it with a cooldown of a few minutes, and whilst the effect is supposed to last 24 hours, the enhancement part of the effect is lost when you unequip the weapon. The major issue here is that you can't really go off somewhere secret and prepare your weapon for when you want to draw it later on. You either have to be always holding the weapon, or prepare to go through the hoops of preparing it from scratch every time.

It's made worse by the fact that using Curse Weapon strips the weapon of whatever it previously had on it. So if you had previously used Curse Weapon, a temporary essence, a poison, and then accidentally unequipped your weapon? Now you need to start over again when you draw the weapon because the enhancement bonus and the on hit of Curse of Blood (the on hit regen) no longer works if you've unequipped.

This is different to Bless Weapon, Bladethirst, Blackguard's Weapon and other spell effects which will just work on a weapon without stripping them of previous temporary properties, and will persist across unequipping, transitioning servers, and so on.

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Shadowy Reality
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Re: Hexblade - Curse Weapon

Post by Shadowy Reality »

I reported this as a bug before. Curse Weapon is incredibly annoying.

The worse part is that you lose it after you unequip. So you have to cast it again, but then you also have to apply another temporary essence. And if you unequip you lose it again. It's kinda ridiculous.

Makes simple things annoying. You want to switch weapons to harvest resources? Maybe not, because going to need another temporary essence. Going into Cordor and maybe don't want to flash your evil sword around? You run the risk that if someone tries to attack you while your weapon is sheathed you need 2 rounds just to get it back to where it is supposed to be. So maybe you are better just not sheathing it.

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Dreams
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Re: Hexblade - Curse Weapon

Post by Dreams »

Yep, exactly this. When I reported it as a bug I was told it was intentional but going to be fixed after a month of trying to raise attention to it: viewtopic.php?f=12&t=32138

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Re: Hexblade - Curse Weapon

Post by Ork »

I agree that this ability should have some persistence. Losing your enchantment because of an un-equip means you also lose your temporary essence. I'd wager that fixing this issue might even attract more players back to playing a hexblade.

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Paint
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Re: Hexblade - Curse Weapon

Post by Paint »

I do think weapon persistence would be good for curse weapon. Especially if it finally got rid of a Certain Minor Exploit that's been around for ages now.

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Waldo52
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Re: Hexblade - Curse Weapon

Post by Waldo52 »

I'm experiencing serious problems on the PGCC as well. Not only does curse weapon dissapear when the weapons are put away, having 6 levels of hexblade at level 30 and using curse weapon actually REDUCES my attack bonus by 2. What the... This can't be intentional.

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Re: Hexblade - Curse Weapon

Post by AstralUniverse »

Curse weapon is wonky. It used to be even more wonky than this (having each damage type from the different curses register in separate damage lines in the log. remember that?). It's bonuses are still wonky and inconsistent. It's also 'true' damage and the elemental types in the log/sheet are entirely cosmetic, and that's so unnecessary and clumsy written. Some of them are removed when unequipping, while some wont go away even when you switch to a different weapon, and they probably screw up mining. A hot fix eliminated the more harmful exploit angles but it's still wonky and could use a facelift code-wise.

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