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.
I noticed this. Of course, the veterans are also masochists who enjoy taking something and breaking it in the most horrifying ways.
One more thing - if this guy converts for a full heal and debuff removal then he's pretty much a goblin
Though there are marked similarities, they are quite different. Goblins can leverage their CP bonus throughout the dungeon to maintain momentum and keep their level high. However, for late-game spiking you need a lot of conversions to hit even a single extra threshold. The Diver cannot use his CP bonus to increase his level and fighting power (though he can use it to spike a high-level monster for bonus XP, this is a pale imitation of a goblin). However, for an end-game spike he can completely decimate the boss with back-to-back refreshes.
Similar to the schadenfreude versus crystal ball debate: the crystal ball gives you better long-term value, but multiple schadenfreude potions let you spike the boss with consecutive attacks. Different value.
GG - don't drink potions too much, don't drink blood, and kill stuff with glyphs if you have poison or lifesteal.
Don't use BLUDTUPOWA. Absolution is a trap due to the way food works.
Drac - Don't kill undead and get involved with boons at your own risk, apart from the lvl boon and resists.
Avoid using HALPMEH and CYDSTEPP.
Mystera - don't kill magic users and get mana burned. Grab the mana point, but don't go for refreshment.
Actually, refreshment would be quite good since you can bounce back into her religion later.
Binlor - Grab the endiswall if at all possible, you'll need it. Maybe
Ensure you keep a 35-piety buffer if Binlor is on the field; you need to purchase ENDISWAL to start making piety with him.
EM - Whatever you do don't kill plants.
She also hates lifesteal attacks, though sanguine is fine.
JJ - grab a health or mana boost and stick a finger in your ear and sing.
Health and mana if it's feasible. Otherwise: "lalalalalalalala"
(in fact mana burn arguably warrants a nerf to it, or a separation between mana drain and mana poison)
Totally in agreement; this would finally bring Soul Orb into line, since it would only grant immunity to one of those two effects.
HALPMEH and the immunity wards are definitely going to be balance issues for the Diver.