Fran wrote:I'm sure I'll get something out of the class, but I feel like its an disadvantage that the class is not a viable alternative for the latter dungeons.
To be honest, unless the CP threshold is 200 or something (ok, maybe 150 or something), I think the class might have an easier time in VGT than anyone but the vamp. Depending on how god switching works in there, it might be able to stomp it unbelievably hard. Converting stuff for a full heal and debuf removal is a lot easier in theory than leveling up, not to mention easier to control and spike with, and past a certain point you need the heals much more than the levels.
Not to mention that if god swapping works a certain way, stacking resists with this guy might be easier than with most other ones, and then you have some stacked resists and heals which only require conversions. Whatever his penalties are that's got to be highly abusable somehow. Most of the problems with stacking resists from gods (except binlor) is mustering up piety for converting in and out, this guys saves tons on that, so there's a good chance he can grab taurog's and drac's boons rather effortlessly if they are around.
And since mana burn and poison are so huge against him, you can bet determined folks won't even attempt difficult runs withous scumming up a soul orb, which plays into the resist approach really well. It's always been like that before.
EDIT: One more thing - if this guy converts for a full heal and debuff removal then he's pretty much a goblin, and I've beaten more Vicious Token runs with goblins (non assassin) than anything else. This guy should be comparatively stronger because he doesn't need more and more conversions for his full heals, and if his CP cap is significantly higher than the goblin one then he's a "self imposed challenge" classless goblin, which is fine, I guess... If his CP is about the same as the goblin one, he might really be crazy broken
(Dev's aren't stupid though, and I bet the penalties will be significant enough to counteract the broken-in-theory CP mechanism
It's also important to note that all discovered god traits / piety sources will be recorded in the Codex when that arrives, which will relieve the info burden on a lot of players.
Can't wait for this.
People most painfully hit by this new god switching *are* actually the veterans -- it breaks so many of their rules and builds, it's not even funny.
Yeah, it sort of reads as "How you like them apples, you bunch of munckins!" - <3. Well, it's sort of christmass for me personally because I'm more of a "roll with it upjumped casual" guy who's always asking others to do the math.
Many of my runs are still Purist Venture.
It sounds like a great way to give something to "one dungeon - different experience every time" crowd. I bet there is one, and we've seen complaints about it before (quite determined ones). Playing this guy will be a game of it's own, and if he's at all acessible as an unlock I bet there'll be plenty of people content to play only a select few dungeons just with him for ages.
That said, it would be an interesting exercise if anyone could give elegant, one-sentence summaries of absolute must-know stuff for each god to *survive* a situation like this. Like a hyper-condensed version of Darvin's post.
Taurog - Make sure to kill magic users while in him, save yourself pains later.
GG - don't drink potions too much, don't drink blood, and kill stuff with glyphs if you have poison or lifesteal.
Drac - Don't kill undead and get involved with boons at your own risk, apart from the lvl boon and resists.
TT - Grab the money boons and kill stuff other guys don't want you killing. Don't spend Death Protections, but kill all plants you can.
Mystera - don't kill magic users and get mana burned. Grab the mana point, but don't go for refreshment.
Binlor - Grab the endiswall if at all possible, you'll need it. Maybe
EM - Whatever you do don't kill plants.
JJ - grab a health or mana boost and stick a finger in your ear and sing.
Don't think I could do better without some experience with the class.
But there's a bigger thing, gods should be easy and fun.
I'm a bit worried about the poison and mana burn being more relevant. The old Gaan'Telet thaught me a few things about them -
1) They are a huge, huge pain even if you can level up to get rid of them.
2) They are such a huge pain that situations like old GT where you can't avoid them usually translate to "you can't win if you don't adress them".
3) Soul Orb and Viper Ward shut them down completely - and this leads to scumming, or has led to scumming even in the regular game. Even for people like me who despise scumming on all possible grounds - about 80% of my scumming was scumming for soul orb. Also, playing Hex ruins when it unlocks can be a nightmare or a cakewalk depending on whether you've prepped Viper Ward.
4) The biggest problem with Halpmeh for me was always the practical poison immunity it provides. It made poison trivial and contributed a lot to resist stacking ramapges.
In short - poison and mana burn never needed to be more dangerous (in fact mana burn arguably warrants a nerf to it, or a separation between mana drain and mana poison). It's been argued several times by various people. The problem was always that the solutions are impossibly good (ranging from simply chugging potions to being able to completely ignore them). I can't know in a advance, but every time we had this situation it devolved into really reductive gameplay.