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