So, we kind of hijacked the Vicious Dungeon thread and I figured we'd put this in here. There are three main god powers a few of us vets seemed to agree are kind of underpowered now (it's not a complete consensus but these are things a few of us don't really think are in a great position and I'm really interested in getting Avatar's feedback on this). Any others people think are genuinely redundant right now? Anyone have different solutions/disagree?
Enlightenment - as the only remaining 100 piety ability, it never got adjusted when Absolution (which used to be the main source of Beads) got justly nerfed. Whereas previously you'd easily have 15-20 beads if you wanted them, now having 10-12 is sort of rare. It still has application (mainly for Paladins), but I feel either the price point should be lowered to 80/64 for Paladins (like Chaos Avatar is) or the buff per bead should be upped just a tad given how monotheistic and tricky to time the boon is.
Solution A: Lower piety cost to bring it in line with the roughly equal Chaos Avatar
Solution B: Slightly better bonus per bead to make up for lower bead numbers
Tikki Tooki Poison - Now, I know Lujo broke this beyond all reasonable proportion back when poison in general was a bit crazy. It also might be one of those things that scales very well in long dungeons (so be it). Right now, the actual amount of Poison you get for this is really low (1 per level, which constitutes *one tile* of regen on an even level monster). It gives you a really low piety yield, but not if you kill a monster without getting hit, so it's not a piety generation tool with prepped Tikki Tooki. In general it doesn't fit in that well with Tikki's playstyle that I think it could be overpowered in any context other than the already broken-as-hell VGT type scenarios, and really stacking up the poison requires enough piety that getting it and the convert out to use it would be challenging. I honestly think it needs to be two poison per hit to be worth getting at the current cost, and in that scenario I can see it having some use.
Solution: 2 Poison per hit of it
Stone Heart - this also used to be ridiculously strong, I accept - but I think it got two or three different fixes for layered on top of each other and now its usefulness is absurdly niche. The limiting factors are A) Number of visible walls B) the relevant enemies must be visible and C) Total number of walls. On many maps even with an unprepped Binlor you can theoretically get only 7 or 8 shots off (35-40% resists down) even if you get no other boons.
To be honest, B) makes it borderline useless, and the wall cost of 15 per shot seems a bit too high for it to ever be useful for a dedicated Binlor worshipper, while the effect of 5% resist lowering seems way too low for it to be useful for a late-game convert in or explore-everything-convert out. I think making it affect unseen enemies again is essential, and the other half of the fix is either increasing the effect to make it useful for non-monotheists given the low piety costs or to reduce the wall costs and increase the piety costs to make it useful for more monotheistic Binlor worshippers.
Part 1: Affects unseen enemies
Solution A (monotheist): higher piety cost, lower wall cost
Solution B (non-monotheist): higher resist lowering per hit
It's a huge testament to the game's balance I can only think of three god powers that aren't really practical right now (and Enlightenment still has a place while only the other two are genuinely redundant), and I completely understand if the last few balance kinks are left alone after the gigantic beta