Halls Hopper
Posts: 66
Joined: Wednesday, 7th March 2018, 04:46
Sif Muna Rework
I would love to see changes to Sif Muna.
Sif Muna has some high points, but could stand to have existing abilities adjusted. And I think it's worth at least considering adding something, perhaps a new active ability, that helps make Sif more mechanically distinct from the laser-focused and all-passive Vehumet.
I implemented a version to playtest and use as a starting point to iterate from. I also opened a wiki page on the topic that lives here for now (https://github.com/crawl/crawl/wiki/Sif-Muna-Rework-Brainstorm) which has some greater detail. Though of course, the powers that be are free to do what they will with that, so if that link doesn't work it may have gotten moved or aspects incorporated into existing pages.
DOWNLOAD (Sif_Muna_Rework) --> https://github.com/RealzHS/crawl/releases
If you want to play this version, by all means please feel free to do so, and any feedback from the experience is very welcome. Gut reactions and other discussion or ideas are also welcome.
Here's the adjustments in the version above, including an attempt at a new ability:
Sif Muna
Piety: Sif's piety gain is notoriously slow, currently about 45% that of standard "just kill things" gods like Makhleb. I increased rate of piety gain by about 40%, putting Sif now around 65% of Makhleb and friends. I don't think it's at all a problem that different gods work different ways, but the stark contrast was distracting at best and troublesome for balance at worst.
*..... - Channel Magic moved here. Divine Energy removed.
It was a decent passive but is ultimately redundant. Channel Magic can also provide a strong early power spike, is perhaps even more powerful for that purpose, and scales with Invocations such that it can be useful throughout the entirety of the game.
**.... - Miscast protection, adjusted.
Instead of cancelling miscast effects, it's now a high chance (starting at 50% and scaling up to 100% at max piety) to restore the MP lost when miscasting magic. I'm not sure I like this change, but I wanted to try it. So far it's felt powerful enough to encourage me to risk casting things at 20-40% fail chance when I wouldn't have before.
***... - Book Gifts moved here.
Influencing a character's build path sooner than the previous version could be a good thing. I had to change the math to accommodate this, so let me know how the rate feels, it's extremely likely to be either too slow or too fast... I'd be surprised if my first try was perfect.
****.. - Amnesia, no change.
This seems fine to keep, but it's also relatively low impact so I'm curious whether or not anyone has ideas for modifying or replacing it.
*****. - Divine Focus, new activated ability.
You can cast 3 spells instantaneously, but temporarily lose access to magic when the focus wanes. Costs: 3mp, instant, 200 food, and high piety cost (to get a sense of this: it costs the same piety as Qazlal's Disaster Area, but Sif still has much slower piety gain). The -Cast timeout is currently about 10-12 turns at ~10 invo skill, and 2-3 turns at 27 invo.
Let me know what you think!
Cheers,
Realz