Gut feeling so far... Compared to 0.17 and 0.19-ish mostly, I feel like the total lack of yellow wands is a bit of a wallop. A perfect player probably won't notice, but the "stupid" rest of us like me (tysm) are definitely noticing only having a handful of teleports by Vaults/Depths (I'm not even getting to Zot yet, bad luck and some fatigue/weak decisions). Surely there could be some middle ground between having often seen around 12-25 teleports available before, and now usually only 4-8 by deep dungeon. Removing the yellow wands has also meant that when you're silenced, you're more often just stuck.
As far as mobs having wands, I think it's worse in the sense that acid can be less often resistable than fire? Or has that changed? I do feel like the drop rate of rCorr may have increased too (?), but not sure how early those items start arriving versus how early monsters get super wand.
For what it's worth, I remember shadow traps. They could be annoying sure, but I didn't want them gone
that much. And if that's a slim minority opinion that is totally fine and whatever, I don't really care that much. If it were up to me, I would have kept them (possibly made them spawn a little less or make the spawns worth XP).
Now I suspect (?) perhaps for a
really minority opinion: As a matter of flavor and more predictable physics existing in the world, I miss item encumbrance and destruction more than I miss those traps (though destruction might have been rebalanced to be a touch less random/annoying imo). Just saying!
Oh... Btw I DO like the mutation potion game changes.
