As far as I'm concerned, an item only fails if it reliably hits conversion fodder status before it ever sees *ANY* use (with the exception, of course, being any intended fodder item)
While I'm fine with "use and toss" with regards to items, where you get a choice of about a dozen shops to pick and choose what you buy, I'm more hesitant as applied to glyphs. There is a much smaller range of glyph selection in any scenario, and it really impacts your long-term options. The glyph should at very least have some scenarios where it gets to shine.
I feel that there are simply too many competitors around for inventory slots nowadays for us to mourn the swift passage of just one glyph.
While I totally agree with this (certainly not enough room in your inventory for everything), I do have a problem when it's the same glyph that takes the fall every time regardless of the situation.
And unlike the IMAWAL incarnation of a few versions past, we no longer have a problem with the glyph cannibalising the usefulness of any others. It operates quite elegantly in tandem with WONAFYT or WEYTWUT
Not really. The true loss wasn't the 1 bonus XP from the "slowed" status, but rather the ability to harvest it at the time of your choosing. On its own 1 XP is unlikely to mean anything in the long-run, but at the right place and time it might allow you to hit a threshold exactly when you need to. The change to IMAWAL has not solved this problem, and I am still loath to stone a slowed low-level monster.
is a really decent partner to PISORF
Not really; WEYTWUT works much better unless the target you're butting around has some serious magic resist. The amount of exploration you need to do to set up a PISORF chain is unrealistic in most cases, and being able to just move the monster to an already-explored section of the dungeon is the most ideal way to go about it. Creating a wall behind him sounds nice in theory, but means you actually need to explore behind him. If you're going to be expending tiles exploring anyways, may as well just shove him with PISORF into a better position.
I've considered this combo many times before, but it has never once
come up in practice.
has its clog considerations cancelled completely* by ENDISWAL and doesn't interfere with any other glyph's game plan.
ENDISWAL only has about a 1/3 chance of actually spawning in, and even then you only have about a 50% chance of finding it in early exploration. Having ENDISWAL to carve your way around obstacles is always a major bonus, but not one that you can count on having.
Labyrinth-style maps are a shortcoming and I would not claim that petrification is the most appropriate glyph to find there. But I also assume responsible players to have their escape routes lined up well in advance. I would not buff it based on one map type when so many other encounters are way more open-plot.
No, but it's so bad in these instances that I'd actually say you should take it out of rotation on such maps. Earthmother followers could still gain it from joining her, but otherwise it won't appear randomly.
(which I don't like as an argument anyway, since an overwhelming majority of characters should never need to drink blood)
No, but the overwhelming majority of characters want to keep their options open on the off chance they find Dracul as their third altar. I rarely use plantation until all altars are accounted for, since the opportunity cost as it relates to Dracul is pretty substantial. Whether you like it or not, Dracul is the best late-game deity in the game (Tikki Tooki not far behind) and just about everyone wants to keep their options open.