First, we won't get rid of victory dancing in 0.9. I couldn't code it in
time. But HP has been rebalanced, and skill cost does not depend on skill
order anymore, so now, the road is clear to implement it for 0.10.
Anyway, there is still a few balance changes that I think should be made
before we freeze. First, let's recap the more important ones:
* Base
HP<https://spreadsheets.google.com/spreadsheet/ccc?key=0AqvhLOPFHpiMdE1oRUx5UzhUNXRMX1ZRU1ppZGpkcFE&hl=en_US&authkey=CJ3vlfIG>has
been boosted starting at XL13. The growth used to slow down, now it's
linear all the way to XL27. HP from fighting reduced and scaled to species
HP. Big nerf to frail species with high fighting like SpBe.
* tornado's damage has been
reduced<https://spreadsheets.google.com/spreadsheet/ccc?key=0AqvhLOPFHpiMdE1oRUx5UzhUNXRMX1ZRU1ppZGpkcFE&hl=en_US&authkey=CJ3vlfIG>by
about 40% (and recently changed to conj/air).
* skill costs (how many XP for a skill point) are no more dependent on skill
level. I ran a few skill training
simulations<https://spreadsheets.google.com/spreadsheet/ccc?key=0AqvhLOPFHpiMdFY5aVR5WkhhUGV2cTNOOWZUMDJwcHc&hl=en_US&authkey=CLr069wP>,
and it doesn't seem to break the balance. It mostly changes the mid-game
where low level skills are a bit more expensive and high level ones a bit
cheaper. So it's a slight nerf to generalists and a slight boost to
specialists. There was also a special case to make magic schools cheaper in
the early game. This has been removed, slightly nerfing early game casters.
The best players have reported that to reliably beat D:1, advanced pillar
dancing techniques were often needed. Knowledge of the energy randomisation
system and how to abuse it doesn't seem like the most interesting skill for
a good crawl player. We can change the randomisation, but more importantly,
we can start by making it less relevant. So it has been suggested to raise
initial HP.
I suggest we give +3HP to everyone. It's a bigger buff for casters with
their low HP which balances out the skill training nerf.
Then there's tornado. Adam changed it back to conj/air because he wants to
balance the spell against firestorm. From what I've heard, it still more
powerful than firestorm, so even if we were to keep the school change, it
would need a nerf.
But many of us don't want a third storm spell. Elliptic, MarvinPA and myself
(and many players) think it would be more interesting to balance it as a
pure air spell. Here is a proposal for a nerf:
* Radius increase progressively from 2 to full range. 2/3/4/5/5/5. If the
nerf is too much, give the last 2 turns a radius of 6.
* A cooldown timer of 3 turns. The time it takes for all the clouds to
dissipate.
* Change school back to pure air.
Raphaƫl
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