Abyssal curses now only trigger AFTER you decline to cast them your hand. IF you choose to ignore them you THEN take the damage if NOT you should have the ability to cast them. THUS giving you the ability to either take damage that turn OR keep your turn.
Currently you take damage AND lose your turn trying to get them out of your hand. THIS addresses the problem and allows you to either mitigate the damage OR lose your turn.
Also make them cost 1 and not 2. NO OTHER mechanic in the game is a 2fer like this.
6 Likes
Sounds like a good change to me. Curses are broken in their current state.
They should only do their damage at the end of your turn if you leave them in your hand and cost 1.
4 Likes
The deck can no longer win. If curses are to be changed it needs to be a complete rework of the mechanic. I’d like to see DoT effects as a mark that is put on the enemy hero and deals a non-negotiable 1 damage per curse per turn (similar to the new Blood DK 7 drop legendary). This way the curses don’t scale but they deal more damage the longer they are in play and it becomes a control strategy rather than a burn package thrown on top of an aggro deck. You could make the cheaper curse cards a manathirst ability to avoid the deck ramping up damage too quickly.
Alternatively, if you want the curses to continue scaling (you probably need to buff the curse generating cards as this version is far weaker than current). The increasing factor could be how many turns the mark lasts on the enemy hero. First curse lasts X turns, increasing by Y with each affliction. Or they last a set number of turns but a new curse added also refreshes the duration on any currently active curses.
I think these options would work better than just keeping the mechanic as it is and nerfing it to oblivion.
This is a terrible suggestion. Would be completely useless. Curses already only really get threatening late game, and at that point most people can afford to pay to get rid of them after the first tick. If your change happened no curse deck could ever close out a game because the 9+ damage curses would never go off.
Mostly I see curses used from turn 6-10. Is that really “late game”. given the make have allready done 20 damage from turns 1-6 though the imp package?
3 Likes