PleasingFungus wrote:Sar wrote:well Nagas did get hit hard by /hasting removal and I guess /tele is more important for Chei dudes maybe
this is silliness.
It's not silly at all; it is quite simple actually.
1. You move very slowly as a naga/chei worshipper (or a combination thereof), especially at high piety levels. Moving mid-fight is the least thing (with some rare exceptions) you want to do since it allows monsters to get in a felt million of free attacks against you. This means that any method that allows you to manipulate your (or that of enemies for that matter) position on the battlefield rises in value. Teleportation is one such method.
2. In any naga/chei game, at some early stage, the game will force you at least once in the worst-case scenario: You are adjecent to, or worse, surrounded by enemies that you are not yet strong enough to defeat and too slow to run away from. This usally happens around D:10-11, a place I hence nicknamed "Cheibriado's End". Sure, even if you're piety is not maxed out, your increased stats and active abilties pull a lot of weight, but you still lack certain tools or skill levels to neutralize the threat at this stage of the game. You can avoid most of these situations before they happen with
careful optimal tactics play and sound strategy, but no matter how clever you are, you could always stumble into a shaft or a teleport trap, amongst any other number of possibilities.
So, you are caught between a rock and a hard place, all you can do is burn consumables in hopes if brute-forcing your way out or to escape. Teleportation is one such consumable - usually one of the more promising ones in such a situation. What does all of this mean? Well, it simply means that having teleport available is a good safety meassure for emergencies and even more so for slow characters.
Therefore finding and identifying a wand of teleportation early was a big boon - it meant you were prepared for just such an occasion. It has multiple charges and can be recharged, so you had a healthy amount of teleportation available which makes the early stages of Cheibriados worship less of a gamble. Perhaps even made you consider worshipping it as an option if you originaly dismissed the idea, but that's neither here nor there.
For safe Cheibriados worship, you want to ideally have as much of these "safety meassures" - book of minor magic, fear, heal wounds etc. - available before you throw your knees at it's altar, or consider picking another god (I'd do it anyway because I'm a fanatic
https://www.youtube.com/watch?v=IyEF7fWOrEc).
The conclusion: Not having a tele wand is obviously worse than having one. It is even worserer if you are outsped by snails. So the removal of this wand (and HW to a lesser extend) is, in fact, a nerf to Naga and Cheibriados.
P.S. Tele wandy was also nice in extended for random silence or blurry vision problems but that's not restricted to slow characters.