duvessa wrote:I've heard this stuff about trolls "falling off in the mid-game" or whatever but I've never experienced it, nor have I ever heard of any argument whatsoever in favour of it. It's entirely possible that "lol you suck" is the answer here - to me it sounds about the same as saying "[deep dwarves/centaurs/spriggans] make the lategame massively harder". The extra base damage, +30% HP, regeneration, gourmand, etc. are permanent mutations, they don't disappear after the early game, and it's not even a situation like Dg where your disadvantages only become meaningful after you find an altar (not that trolls have disadvantages in the first place).
Here is an argument. It is in favor of the argument that 'trolls fall off in the mid-game'. You've now witnessed it.
Trolls start off awesome, great weapon, regen, decent ev, not so terrible ac (gourmand + super fast metabolism is not an advantage...).
Regenning X hp a turn is more meaningful the closer your max hp is to X. As the game goes on and you level up, max hp gets larger, X does not, therefore trolls regen 'falls off' in strength throughout the whole game.
Trolls have bad apts. So everything but their UC skill is falling off consistantly, compared to average, throughout the entire game. This is 100% non debatable fact.
On top of bad apts, trolls need to train more dodging for the same EV payoff as a normal sized race. This contributes to 'poor defenses'
Trolls cannot wear armor that doesn't exist, so they're stuck in a robe, or at best, troll leather until way after mid game. Normal sized races can wear other armors. This is HUGE, as you're already -3 ac on boots, helm, and gloves before enchant armor scrolls come into play, -7 AC after considering enchant armor scrolls. These are the enchant armor scrolls and boots, helm, and gloves you'd be finding in mid-game, by the way.
Trolls also miss out on whatever branded gloves and boots may appear during midgame. Hard to quantify this one, but it's a disadvantage that's likely to start to be felt around midgame.
Trolls need to spend a lot more xp to get spells castable than an average race. Midgame is where you'd start getting some utility spells on an average race, assuming a non-spellcaster start, trolls are even worse off than just their bad apts make it appear, due to very low int. +1 str every 3 levels offsets the int a little, but certainly not completely.
Trolls can use a shield for cheaper than typical skill investment, due to large size. On the other hand, they get less SH due to large size. Overall I'd say trolls are better off than 'average' on this count.
So in my estimation, trolls start off on turn 0 as the best race, hands down. By midgame (for me, I'm calling the end of lair midgame) they're somewhat below average, due mainly to their bad defenses. They shoot back up to somewhere betweeen average and well above average once they find a dragon armor, depending on the dragon armor they find. But if you're finding dragon armor, you either got really lucky, or it's well after midgame.
But yeah, if you play Duvessa's version of crawl where trolls can wear plate armor, they don't really fall off too badly at all. In that version, apparently gourmand makes you more powerful as well...