SNKRX
arnenlocke Jul 7, 2021 @ 11:33am
Curser Suggestions
As they are now, base-level cursors are kind of lackluster. I was thinking about it and I have 2 main generic curser suggestions:


1. When waves are actively spawning, cursers should only use their curse when enough targets have spawned. It is pretty annoying for a wave to spawn only for my cursers to only hit the first two or three units.

2. The curser 2/4 unit bonuses are okay, but still quite weak, I think. My suggestion would be to change the 2/4 unit bonus to something like the following:
2 cursers: +2 max curse targets
4 cursers: +4 max curse targets, cursers can curse with infinite range
Note on the 4 unit curser bonus: in my head the infinite range thing works kind of like the psychic level 3 upgrade, so cursors would no longer have to worry about distance.
EDIT: Not sure how this would work on the barbarian . . . maybe it makes his AOE ranged instead of just being around him?


As for the individual curser units, I think the jester is pretty weak as a curser, although fairly strong as a rogue (provided you get the projectile chain item). The silencer is great in a full sorcerer comp, but pretty weak otherwise, since most of the time you'd rather have a unit that deals damage, since killing everything immediately is a greater boost to survivability than preventing unit abilities occasionally. Another potential change for the silencer would be to make it prioritize units in range that actually HAVE abilities (i.e. red units last).


Anyway, that's pretty much all I have to say. Keep up the good work, dev, you are doing a fantastic job with this game! It just keeps getting better with every update! 😁 <3
Last edited by arnenlocke; Jul 8, 2021 @ 7:17am
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Showing 1-11 of 11 comments
Stafford's Bees Jul 7, 2021 @ 12:04pm 
You could let the curser fire as soon as it sees an enemy, but have the curse persist as an AoE, centered around the target's position, that lasts for a second or two or until it's hit enough targets.
Jerds Jul 7, 2021 @ 1:29pm 
Cursers are fairly strong for their utility fitting into their relevant builds.
And Silencer is super strong all round - not just in a sorc only composition.
arnenlocke Jul 7, 2021 @ 4:49pm 
Originally posted by Jerds:
Cursers are fairly strong for their utility fitting into their relevant builds.
And Silencer is super strong all round - not just in a sorc only composition.
Hmm, interesting, my experience has been that most of the cursers are just not worth taking over a unit that actually does damage (one very notable exception being the infestor of course). What non sorcerer comps do you usually find yourself running silencer in? :-)
neocarsis Jul 7, 2021 @ 5:57pm 
the main problem with #1 is that if you only have a curser left, and theres only one enamy left, will never trigger curse. i think the better solution is the same as what he did with warriors, make it a delay before triggering
arnenlocke Jul 8, 2021 @ 7:16am 
Originally posted by neocarsis:
the main problem with #1 is that if you only have a curser left, and theres only one enamy left, will never trigger curse. i think the better solution is the same as what he did with warriors, make it a delay before triggering

That's why I phrased it as "when waves are actively spawning", so that wouldn't actually be a problem. :)
R3sistance Jul 8, 2021 @ 9:00am 
The fix to cursers is too lower their curse duration to 4 seconds but increase their attack speed so they curse every 3 seconds. The biggest issue with cursers is the infrequency of their cursing, it's like as slow as engineer placing turrets but those turrets keep firing once placed and last like three times that duration.

Also hextouch should be reworked as an item to increasing damage while all cursers should inflict damage by default, more so jester and bane, which literally do nothing unless the target dies. Infestor doesn't need it so much as swarmer builds can already get very powerful, more so Infestor+corruptor.
matt Jul 8, 2021 @ 9:53pm 
curser gets fun when you've got synergy with items - there's the one that inflicts doom when multiple curses are applied, and there's the one that straight up deals DOT to cursed enemies. I've had a lot of fun just flying around the board waiting for my curses to magically kill everything for me.
R3sistance Jul 9, 2021 @ 2:20am 
Originally posted by mattlohkamp:
curser gets fun when you've got synergy with items - there's the one that inflicts doom when multiple curses are applied, and there's the one that straight up deals DOT to cursed enemies. I've had a lot of fun just flying around the board waiting for my curses to magically kill everything for me.

Whispers of Doom and Hextouch, respectively, but I find that play style if boring and under powered. Even if you have the cursers, the rate at which they kill is so slow you'd be better off just having rangers/rogues/warriors/psykers in the same slots, they'll kill much faster and more often.
Mister Medister Jul 9, 2021 @ 1:34pm 
"1. When waves are actively spawning, cursers should only use their curse when enough targets have spawned. It is pretty annoying for a wave to spawn only for my cursers to only hit the first two or three units."
Dont steer your snake on top of spawning waves... problem solved.
Draednaught Jul 14, 2021 @ 10:35pm 
Not sure I agree with this. I think cursers are some of the strongest units, just because their base effects are so powerful. Silencer, Jester, Infestor, Debt Cursor (whos name I forget) are usually all in my team at some point (with jester and infestor being the most powerful).

They don't do a lot on their own, but if you have enough damage to burst down two or three enemies in a wave you'll probably be able to clear the level since their effects snowball you (kill a few enemies, the critters and daggers will kill the rest and active more daggers and critters, then the critters stick around and make the next wave easier).
ExAliquo Jul 15, 2021 @ 6:40pm 
Cursers are force multipliers. That's their whole shtick, quite weak on their own (and some of them if you don't have the right items,) but I've found every one of them to be devastating in the right set up. Some, like Silencer and Infestor, can be quite good in any 8+ sized party.

I do think the range idea is cool. Maybe an Item? Have it increase the max range more than the activating range to allow for full curse usage more consistently.
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