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A big thing with roguelites is pushing through with skill and using everything you learn to your advantage. Curse maxes at 100 and thats kinda just like moving up a ng+ or two. That being said pushing hp/resistances down for player and up for mobs/bosses is kinda a boring way to add to play time and is more of an issue than curses.
What I was trying to say is that with too many moving RNG parts, runs seem to be lost while you are still playing or - and that's arguably worse - you can feel like Lady Luck hates you and pushing this run through with skill is tedious and so much more prone to fail than say, getting one damage upgrade for your curse.
You can actually say "skill issue" to any problem. Thing is, that doesn't make the game more fun. I wouldn't mind being challenged by the game with increasing NG+ levels, but with less things I don't have control over. There's already enough RNG in the trinket system and the skill upgrade system that can make your run five times harder if you aren't lucky.
I would argue that the best roguelikes and rogue-lites I've played were challenging in a way that when I lost I was aware it was actually my fault and not just technically because I wasn't skilled enough to defeat my own rotten luck.
Because my issues with the mechanic started around that level (and really noticeable with my melee classes).
If not, please tell me how you can play a tank class build when you can get to max curse so quickly, even with only 30% Shadow Curse Gain. And if your answer is "don't play a build like that" or "kite enemies more and don't get hit so often" or something like that, then I rest my case and say the mechanic isn't fun in its current state.
They have... I have gear that has -10% Shadow Curse Gain on several. Also, you don't need to use those 3 available upgrades, I skip it most of the times and still beat the game first try, I only died to one boss, the 4th I think, all other bosses mechanics didnt hurt me for 1% HP, Paladin with 300+ Resi to all and 400+ armor ftw. At the end of your turn you'll have like 40-50 trinkets, so those 3 extra options you get from getting shadow curse isn't worthed at all.
There also are -shadow curse gain trinkets (+set bonus) like Sanctified Water (Drinking a potion sets your shadow curse gain to 0% for 30 seconds; set 2: -10% SC gain, set 3: -10% SC gain, set 4: +3 SP per focus). So if you don't find these things in your run maybe just skip the purple cloud.
It's just not fun. Doable or not, you are shooting yourself in the foot trying to play, say, Paladin as a melee class instead of a caster.
And I would like to think that this is not intentional.
It's always been easy with a Wizard. And fun.
Do it with a Paladin. Warrior has an easier time but even that would be mildly impressive.
I personally stopped playing after getting all characters to NG+2 now and wait for some updates, because for some it's just a chore and for others... I dunno, content is currently a bit lacking to grind out NG levels for the heck of it, I guess.
I gave up on strength paladin in ng4 and switched to int Dinvine caster. You run in cast divine pillars and get out fast....It works but isn´t fun and isn´t really paladin like gameplay. Atm you either are a ranged character or a melee with a stun and hefty damage so you can focus the cursing mobs while they are stunned.
Curse mechanic should have been a optional modifier you can activate and alter gameplay like what you could do with the fountain in the first game.
my problem is atm more, 100 shadow curse are cap..
i wanna have more shadow curses
Why is there a tank class (paladin) if they can't at end-game, do what they're meant to do? If they take damage, which they're designed to be able to do, they take stacks of Shadow Curse, which removes their only advantage as a class. It makes no sense, and the dev(s?) seem unnecessarily dug in on this choice, which is baffling.