Hi,

some of us have reached agreement on how to nerf cTele. For background and 
discussion, please read 
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=1852

Here is just the bare-bones proposal:

1.  Hostile teleports are defined as monster spells, trap, teleportitis
     and ring (for ring see below).
2.  All hostile teleports have a delay (say 1d3 for a start), apart from
     trap which is instant.
3.  Hostile teleports with delay>0 are announced by "Tele" in a colour
     different from player teleport (lightred instead of blue, say).
4.  You can cancel announced hostile teleports as usual, by teleporting
     on your own.
5.  You cannot control hostile teleports (hence the colour scheme).
6.  Additional hostile teleports (trap, another cast) immediately
     teleport, i.e. zero delay.
7.  cTele from ring/randart are invoked (via ability menu).
     Failure like berserk ability (50-2*Evoc) would do for a start.
8.  cTele mutation is removed.
9.  High power portal cards teleport are not instant, but have a very
     short delay.
10. Teleportation traps come in two types: permanent ones (to be used
     for vaults) and finite ones (for random placement). (Teleportation
     traps can be scummed via luring monsters. Ideally, maps can also
     place finite teleportation traps.)
11. Increase level of the cTele spell to 5 or even 6.
12. The ring of teleportation becomes passive only (does not provide
     the ability to teleport anymore). Its random teleports are hostile.

Optional: we want to remove the cTele mutation because there is no way to 
scale power (whereas the spell has a success rate and the ring uses Evoc). 
If someone is interested in replacing the mutation with another good,
teleportation-flavoured mutation, here is an idea:
* your own teleports have reduced delay, perhaps together with
* hostile teleports have a (much) longer delay

Scope: the goal is to nerf semi-controlled blink, which provides very 
reliable escape given the ridiculously low cost. The nerf above is:
* spell is more expensive
* ring has to activated in advance (this means one more turn, and some
   investment in Evoc)
If we find that semi-controlled blink can take more nerfing, then we 
should make the precision depend on power (of spell/evocation). That would 
be for later (not 0.9).

This is a balancing change, which nerfs one overpowered aspect of the 
game. Anyone interested in taking this up?

Cheers,
David

------------------------------------------------------------------------------
EditLive Enterprise is the world's most technically advanced content
authoring tool. Experience the power of Track Changes, Inline Image
Editing and ensure content is compliant with Accessibility Checking.
http://p.sf.net/sfu/ephox-dev2dev
_______________________________________________
Crawl-ref-discuss mailing list
Crawl-ref-discuss@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/crawl-ref-discuss

Reply via email to