My idea is "the curse", a passive enemy that distorts reality (sort of). My idea is "the curse", a passive/aggressive(when aproached) enemy that causes extremely bad luck. When you see one you have a few seconds to get away before it spots you, if it does, it will keep respawning ahead of you every time it goes off screen. When you are being followed, more enemies will spawn and you will be disadvantaged in combat (e.g. lower critical hit chance, less enemy drops). If you get too close to it, it will become aggressive and summon more curses that will swarm you, stealing items, until you die (if you defeat one a new one will spawn). If there was someone with you and they leave, the curse will summon another curse to follow that player, they will also summon a curse to chase any players you encounter. Rewrite: When you see one you have a few seconds to get away before it spots you, if it does, it will keep respawning ahead of you every time it goes off screen. It will disappear and you will be debuffed instead. When you are being followed, more enemies will spawn and you will be disadvantaged in combat (e.g. lower critical hit chance, less enemy drops). AND/OR You vision will be decreased, items will be rearanged and be given different sprites and names (e.g. "rose" or "candycane") and enemies will not be shown and you will see enemies that aren't real. If you get too close to it, it will become aggressive and summon more curses that will swarm you, stealing items, until you die (if you defeat one a new one will spawn). If there was someone with you and they leave, the curse will summon another curse to follow that player, they will also summon a curse to chase any players you encounter. If you pass another player, they become cursed instead.
not a bad suggestion, not exactly something i would like in the game though i would prefer that, rather then following a player around and stealing items etc.- that whatever these "curse" mobs are: would inflict a debuff called "cursed" and it halves the player's hp, lowers defense and attack of armor and weapons respectively by 20% and it doesn't go away until the player uses a cure for it
No, this idea sounds absolutely annoying. Unless there's a way to actually get rid of them then this idea is getting a "No way in hell" response from me.
How about instead of following the player, it possesed the player (but so you still have control). When you're possesed, an enemy might look like a friendly NPC and you inventory would be rearanged and the sprites and names changed so you don't know what's selected. Basicly anything that would make you unsure of what's real and what's not. EDIT: You can get rid of them...by dying. My idea was an enemy that you would want to avoid at all cost.
I think a debuff that causes a player to perceive decoy enemies might be interesting, not too sure about the whole rearrangement of items though, but decreased vision sounds like it would also be a nice added effect. So instead of a curse, it could be more like an Illusion or Confusion debuff.
Kind of like the foxfire / ghosts in the splatterhouse games (not the newest one). An enemy with the power to confuse a player, but not direclty hurt them adds a little flavor to the game. I would not call it "the curse" tho. Part of a little mindtrick like that is not letting the player know it's coming, say a small animal like a ... spaceshunk! Instead of smelling bad, you might see something that isnt there, or maybe move right instead of moving left. ect ect ect.
How about "the curse" sends fast purple-black blobs at you, and if you get hit, you lose a bit of health, but more importantly, your scope of view lessens at a slow rate, speeding up with each hit you take of these blobs. If you end up with a completely dark screen, you suffer death. The "cursed vision" lessens and actually reverses upon hitting the curse, but the curse does not die, or at least takes a bunch of hits to kill even with end-game technology. Therefore, you just have to run and try to escape it. It does move slightly slower than you, but it crawls creepily through the ground towards you when chasing to sort of make up the difference. To counter its chasing and catching up to you easily, you can set special beacons that it attempts to keep at least 30 spaces away from. Maybe the beacons emit a certain type of light it hates? Maybe sound frequencies?