All this discoussioning and throwing builds and history and gnomes all over the place got me thinking about how it's been a long time since the devs concluded that the damned game wasn't getting made in time and that balance discussions have turned into navel gazing and decided to pull the plug on balance tweaks. However, a bunch of stuff happened at the tail end of balance testing which kinda never got it's effects properly tested (not that the effects weren't tested, the game had been played a lot by a lot of people since then it's just that not much had been done on the changing stuff front). And, well, I think the game could use a stealthy little tweak patch at one point (or even an interest stirring promo patch, eh?).
Reason I say this is that stuff that actually might warrant a bit of rejiggering has cropped up and some known stuff never got a proper looking into. Kicking the old trisword out of the meta really did shake things up, for one thing, and a few things which seemed sensible enough to call nerfs (or buffs) on at the time it was done got affected by other buffs and nerfs and the general scaling down of difficulty which happened at one point also shook up things quite a bit. So why not have a thread where were vets can attempt to redeem for their beta testing sins, and new folks can drop their suggestions (so that we can see if it's more about intuitiveness and obscureness of relevant features or that stuff actually could use a bit of a buff/nerf/tweak). Or give support to the suggestions by supplying relevant info on what late beta changes have affected which might warrant this or that move.
So, here's my stuff, unless this has already been done and I'm not aware of it. I'll mostly try to limit myself to stuff I had a hand in nerfing or buffing before:
- Martyr wraps could get their mass corrosion regardless of exploration back
REASON: A lot of stuff which it was abuseable with got nerfed in the meantime (Bloodmages, Crystal Ball)
PROS: They were a great general prep for goblins, and they currently aren't.
CONS: They are still busted with Assassins, but so is basically everything.
- Tikki Tooki could actually get some of his early worship perks back
REASON: He used to be an overly perky piety farm at a time when getting piety was/seemed more difficult, and poison was over the top (but monks, poison and the trisword got nerfed and he's been moved behind EM in unlock sequence so people are less likely to just gold farm him instead of discovering other gods - and there's way more gold around than there used to be)
PROS: With every god being very self sufficient in terms of piety gain and some of the worst abusers of poison (and poison itself) getting nerfed (along with nerfs to the trisword), Early TT worship could use a buff to make it easier for people to get to know him (he's still bloody strong, just a hard to get into)
CONS: None, really. He really does need a bit of a buff.
- Mystera could use either a proper prep penalty, or something else
REASON: She's just too damned good. I don't mind an early spellcasting deity being easy to use and all that, but she's way too abusable with too little effort. She makes glyph spam lead to more glyph spam and also adds just about any sort of utility you can imagine to it.
PROS: Well, it might make a million other spellcasting options (including TT of all things) look better, and make a few spelcasting classes a bit less over the top. She's way too powerful for an early, uncomplex deity (contrast Taurog and GG who actually have limitations, or EM who while powerful requires adapting your playstyle to her)
CONS: Eh, none I can think of, she's been way too good even back when we were bumming Weakening and Flames buffs (which would've been fine, I think, if the damned thing wasn't so effortlessly broken otherwise)
- We may have misjudged the power of potion races, they might actually warrant nerfs even with the trisword gone (Or rather something about them or stuff they play good with or even just gnomes play good with is off)
REASON: We've been systematically ignoring the somewhat absurd power of halflings and gnomes because of the trisword. The halflings seem to have got a lot of love planted all over the place (and the very late additions of Avatar's Codex and the Cauldron, as well as the EM reword turned halflings into complete creeps), while gnomes seem to be the de facto rulers of DD cheezing simply because it seems to be too easy to tack mana potion spam onto any other mana refil engines
PROS: Well, Tinker's a sharp girl and if she's proven anything it's that you can always go "yes, but gnomes!" to one-up just about any other race in just about any build or discussion. And while I do adore Halflings and have enjoyed all the cool toys which they're great at exploiting, discovering that you can just potion spam any boss down is actually kinda disapointing. It makes the rest of their mcguyvering kinda optional when you have to constantly ask yourself "yeah, but why got through all that trouble when you can just hoard and spike anything anyway?"
CONS: It would lower their end game spiking power somewhat. It's not so much of a problem for gnomes who always stack it with 2-3 other ways to do the same thing, but halflings actually have a bit of a harder time stacking their spike with other sources of health refills (because Drac and GG add a piety cost to it). So it might actually be solvable in different ways.
A THOUGHT: It seems to me that there's a bit of a screwup with the way how JJ and Mystera let Gnomes stack their potion spiking with their stuff, while GG and Drac give the Halflings a hard time. Yes, they do reward potion conversion, but making good on a health spike means you need health, resists, damage and refills. You don't get all you need from a single source, and even if you get some of what you need it still takes god hopping and gods still give you a hard time. With spellcasting it's completely different, you get all the tools from a single god, who doesn't give you a hard time about using the tools (heck, they reward it), and then you can spike with potions on top of whatever else. The main glyph can be prepped and finding others only costs exploration, and gnomes conveniently spike without exploration making them all upside in every possible way. There's something wrong there somewhere, but it would take a textwally discussion to get to the bottom of it and the implications. But it helps explain in part why Mystera is so easy to break. I think I'm onto something here.
- Sorcerors mana pool is too damned large, and him being untouched might not have actually been the best move
REASON: It's just way too easy to abuse it with Mystera and a subdungeon. Arguably, that's just "one" build, but dear lord is it silly. It's making elves look bad. 15 is a neat number and all that, but it turns into 18 with very little effort, goes 20 with mystic balance equally easily by some point in the run, and you can spam so hard that you're probably taken everything and are spamming weakenings just for a lark.
PROS: Well, there's a small clustef**k of balance issues with spelcasting, and a tweak to the Sorceror's skillset might help resolve it and open up space for other content to shine. I'm sure the Sorcerer wasn't really meant to be this good because of that one ability, but it makes it way too profitable to play him as a pure spellcaster rather than the hybrid he is supposed to be (in stead of actually enabling his heal to work what I assume it was supposed to do).
CONS: Well, if the entire skillset ware tweaked none that I can see.
- Prestige levels might need something done about them
REASON: I'm not sure how exactly XP requirements scale past lvl 10, but you are NOT getting your effort's worth that much after a certain point. Up to level 10, it gives both stats and refills, but past that point it's just refills and caps become hard to pop. This is making goblins seem terrible comapared to gnomes for a variety of reasons (there's a thread) - because gnomes can get more refill for their effort even with only refilling 40% of their mana pool compared to goblins refilling 100% of everything.
PROS: A proper and well thought out adjustment to how XP works past lvl 10 would actually make goblins way more attractive, and their CP bonus way more sensible. I'd actually love to get to the bottom of just how exactly this works, what it affects and what the right thing to do exactly would be.
CONS: It obviously makes Goblin Assassins more busted than they are, but who cares, you can't balance swift hands anyway.
Hoping for thoughts, opinions and contributions, and, dear lord, do I hope that by some miracle this actually leads to a patch.