User talk:Phol ende wodan/Balance issues

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Revision as of 00:54, 12 August 2017 by Phol ende wodan (talk | contribs) (Move some comments to the main page)
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Gold

Regarding this: "Asmodeus and Baalzebub can also just camp on the downstairs until the player pays up"

  • I really like this idea. --jonadab

To-hit formula

  • I would very much like to see this rebalanced. Maybe both idea #1 and #2 could be used by introducing a die roll, ie. you would get 1dLuck + 1dXL to-hit instead of a flat value. I also really like idea #6 in Un, cockatrice corpses are OP anyway. --Red kangaroo (talk) 11:35, 6 August 2017 (UTC)
My suggestion would be that if cockatrice corpses are OP, nerf them specifically, I've never understood why c corpses being OP would mean that all unskilled or restricted weapons would similarly suck. Early game is difficult enough already. --Bluescreenofdeath (talk) 12:47, 6 August 2017 (UTC)

Energy regeneration

  • dtsund proposed, in his Class Overhaul writeup (which was intended to make roles more distinct from each other) that wisdom should be the major determining factor in energy regeneration, and should be about as difficult to exercise or increase as intelligence.
  • Some variants have changed the formula in various ways to attempt to improve it, just posting here as potential ideas
    • dNetHack
      • +1/turn with energy regeneration
      • +XL per 30 turns (+1/turn at XL30)
      • +1/2 Wis per 30 turns (rounded down)
      • -5 per 30 turns
      • At this point, a minimum cap of 1 per 30 turns is applied, so low-level characters with low Wisdom don't experience zero or negative energy regen.
      • After the cap is applied, some roles receive bonus power.
        • Wizards: +10 per 30 turns
        • Healer or Priest: +6 per 30 turns
        • Valkyrie or Monk: +3 per 30 turns
      • A wizard wearing a Cornuthaum receives bonus power equal to the cornuthaum's enchantment per 30 turns. In the case of a negatively enchanted cornuthaum, this "bonus" is of course negative.
      • A character suffering from a healing rate penalty (for example, an elf wearing iron next to their skin) suffers the same penalty to energy regeneration (for example, an elf suffers a penalty equal to 1/2 XL per 30 turns per piece of iron next to the skin).
      • A character under the effects of a protection spell suffers a penalty to energy regeneration equal to 10 + 2xProtection per 30 turns.
      • At this point, a minimum cap of 1 per 30 turns is again applied, so characters with many penalties don't experience zero or negative energy regen.
    • FIQhack
      • +1/turn with energy regeneration
      • +3XL/100 per turn
      • +3Wis/100 per turn if your Wisdom is more than 3
      • +33/100 per turn as a Wizard
    • Fourk (Unless you're a Sylph which uses vanilla formula with assumed energy regeneration)
      • Regenerates N energy every M turns (similar to how vanilla does it).
      • M: 25 with 11 or less Wisdom, otherwise 25 / (Wis - 10). Result is halved with energy regeneration.
      • N: 1 + (XL/3), doubled with energy regeneration (It's slightly less due to using rne, but will almost always have this outcome after XL10).

Amy's comments and thoughts

Since there are so many things that I felt I had to comment, I made an entire page for them: User:Bluescreenofdeath/Balance_issues_comment - nothing of what I say in there is an absolute "must do" or "must not do" or anything, it's just my thoughts and everyone is free to use them or ignore them, I just wanted to write them down :) --Bluescreenofdeath (talk) 12:10, 8 August 2017 (UTC)

Junk scrolls and potions

Make potions more powerful and situationally useful - a potion of restore ability might not be worth diluting if a unicorn horn can't fix your ability scores, for instance

  • potion of see invisible -> potion of sight
    • In addition to its current effects, it also cures blindness.
    • When blessed, it also cures hallucination.
    • It could also provide temporary immunity to blindness.
    • Also, if permanent intrinsic see invisible was removed, then a blessed potion of sight could act as a long-duration temporary see invisible source.
  • potion of object detection
    • When non-cursed, it also detects artifacts.
  • potion of booze
    • Quaffing heals for a small amount and gives a decent amount of nutrition (dnethack)
  • potion of invisibility
    • Is mostly reliant on whatever changes happen to invisibility in general.
    • If permanent intrinsic invisibility were removed, then a blessed potion of invisibility could act as a long-duration temporary invisibility source.
  • potion of monster detection
    • All BUCs grant temporary intrinsic monster detection
    • BUC then affects the duration of the effect (with uncursed being equivalent to current blessed duration)
  • potion of confusion
    • If casting a forgotten spell is unable to confuse the player, other sources of confusion (like the potion) become more useful.
  • potion of speed
    • Quaffing exercises dexterity.
    • Maybe: quaffing cures stoning, like a potion of acid.
    • For variants that have the slow status effect, it should cure that.
  • potion of levitation
    • The player is warned when their levitation is running out, so it becomes safer to use a potion to cross bodies of water.