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Taking cursed properties off items?

Goodmann

Babbling Loonie
Stratics Veteran
Stratics Legend
I know they were kicking around this idea. It would make killing mobs much better to find the right pieces and have a way to uncurse an item. It should be fairly expensive to do this. I would also like to see the ability to take off/add mods to certain items not going over there original cap.
 

CovenantX

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
I don't think it would be such a bad Idea if it costs like 500k-1m turn-in points per ticket.... AND the ticket ONLY removes the 'Cursed' property.

So you'd still need to find an item without brittle/cannot be repaired, could still work.... and just make the tickets not work on jewelry :D.
 

Warpig Inc

Babbling Loonie
Stratics Veteran
Stratics Legend
Never a way to remove the Curse. A way to turn - cannot be repaired - into - brittle- at the most. Now I could go for some balm that reverses the -100 Luck
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
Never a way to remove the Curse. A way to turn - cannot be repaired - into - brittle- at the most. Now I could go for some balm that reverses the -100 Luck
I think it's actually perfect the way it is, except that the groupings. I would prefer Shame modifiers with completely random mods. IE, I am never going to need SDI on my dexxer jewel w/ 35 DI and 25 HCI. The groupings limit the usefulness of a lot of Shame-type items.
luck is kind of an all or nothing situation. even if you have 2,000 luck you still have a 32% chance of not getting any kind of bump. I don't think anyone has ever confirmed -100 luck takes luck into a negative stat, but if it does, that would be the only reason to consider not using -100 luck items IMO. otherwise, it's near pointless to do anything other than reforge a luck suit. ergo, crafting > found loot, which is what most people wanted.
 

Obsidian

Crazed Zealot
Alumni
Stratics Veteran
Stratics Legend
Campaign Supporter
I don't think it would be such a bad Idea if it costs like 500k-1m turn-in points per ticket.... AND the ticket ONLY removes the 'Cursed' property.

So you'd still need to find an item without brittle/cannot be repaired, could still work.... and just make the tickets not work on jewelry :D.
I think it should work on jewelry. The truth is everything you get that is cursed jewelry can spawn without the cursed mod. It just does sooooo rarely. This would put an end to jewelry selling for hundreds of millions with just seed mods like 10 SSI alone and would let many of use a few jewelry items that are instead just sitting in our bank boxes.
 

NuSair

Crazed Zealot
Stratics Veteran
Stratics Legend
I know they were kicking around this idea. It would make killing mobs much better to find the right pieces and have a way to uncurse an item. It should be fairly expensive to do this. I would also like to see the ability to take off/add mods to certain items not going over there original cap.

There is no cost that should allow negatives to be taken off items. Between the normal finding of great un-cursed loot and duping the market is becoming flooded as it is (or didn't anyone else notice the flood of really perfect jewelry the past couple of months?).

As much as I would personally like it (I have a stash of really insane stuff that I keep around for my bard), I believe it would be horrible for the game.
 

cazador

Grand Inquisitor
Stratics Veteran
Stratics Legend
What about a item that removes all negatives cursed,brittle,-100 luck and makes the item 200/200 Ephermal? It's a bad idea to just remove any negative and have a permanent piece..have you seen some of this cursed armor people get it's INSANE! If anything I'd rather see the points when dropped into the trash be based of MODs rather than the worth of the piece like a legendary artifact give anywhere from 4000-7000 points based on amount of mods and intensities
 
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