I agree with the general idea of most of the proposals.  Specific
comments are below.

On Mon, Jun 6, 2011 at 10:16 AM, Adam Borowski <kilob...@angband.pl>
wrote:
> Here's a number of proposed changes to Crawl gods.  Including a
> deicide!

<snip>

> Makhleb
> =======
>
> I don't think recently making him worthless for casters was a good
> idea. With invocations redundant with summoning magic, and healing hp
> only, he became a melee-only god, and nearly strictly worse than TSO
> in places where TSO is relevant:

<snip>

> If you think there should be some nerf, we can nerf something else.
> This particular one just removes a niche, removing choice for no other
> gain.

Agreed, especially if Vehumet and his MP-on-kills are getting the axe.

<snip>

> Sifumet
> =======

<snip>

> Vehumet -- "god of destruction and mayhem" -- come on, really?
> Makhleb, Trog?

Regarding Makhleb/Trog, there's still redundancy in terms of flavor.
Makhleb could be adjusted to be the god of bloodshed and mortification
(fitting with the blood and souls theme; mortification of your enemies
either by your hand or by your demonic allies' hands; etc.) without much
more than text changes.  I've brought this up before, but no one seemed
interested; if there is interest now, I'll come up with a flavor text
proposal.

> One of:
> * [passive] some miscast protection or wizardry
> * [invocation] "Channel Magic": greatly improved mana regen, halved
>   cost of all spells, wizardry bonus.  Ie, "Sif's Hand".

Miscast protection seems most fitting to me.  The name of Sif's Hand
seems to overlap with Trog's Hand and Lugonu's Corruption (since it
mentions Lugonu's Hand), although improved mana regen is appealing.

> Xom
> ===
>
> Currently worse than GOD_NO_GOD.  You suffer him all the time, many of
> his acts being permanently detrimental, while goodies are mostly
> temporary and never happen when you could actually use them.  In the
> past, you received Xom armour, today, all you can do is have a
> high-level mummy sit in the temple, scumming for gifts.
>
> Proposal:
> * let's remove Xom ticks, making him check tension every turn.  The
>   chances of acting would greatly increase when there's action around,
>   without affecting whether the act is good or bad.
> * reduce or remove draining and stat loss, it's most of what he does

Definitely agreed.  I figure that Xom's supposed to be an interesting
kind of tough, as opposed to painfully tough.

> Nemelex
> =======
>
> I recently added a powerful card to the deck of destruction, in some
> cases it is brokenly good.  I don't care much for annihilating statues
> you find in completely open areas, but it might be too good elsewhere
> as well. Please test.
>
> Proposal:
> * let's do more such changes to the deck of Torment

Do you mean Deck of Punishment here?

> * decks of summoning, though, could use a chance of hostiles even at
>   higher levels.  Currently emptying 1-2 legendary decks does Zot:5
>   without you lifting a finger.

Agreed, especially since the spell effects that some of them duplicate
have some risk of that.

> The Shining One
> ===============

<snip>

> No concrete proposal here, yet, merely a vague idea: in medieval
> European and Russian legends, there's a number of paladins and
> knightly-themed saints, yet I can't recall a single one where they
> fight against devils.  A devil would be dealt with a priest or
> outwitted by a peasant -- heroes instead fought mythical beasts:
> dragons, hydras, giant winged serpents (zmeys), basilisks,
> amphisbaenas, that stuff.  These could be added to monsters
> dispatching whom TSO rewards, while demonic popcorn considered "too
> lowly to be anything beyond your regular duty".
>
> There's a thematic problem with that concept, though: in Crawl's
> world, hydras might be just as natural as death yaks.

Interesting.  Does this mean that another monster flag will be needed
for these types of monsters, or will they fall under the "killing
natural evil" conducts by having natural holiness and being considered
evil?

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