Sunday, 21st February 2021, 17:18 by Nekoatl
That's not quite right. A mummy necromancer build as I'm describing can work in the current game version, it's just painfully tedious in general and especially so in certain extended areas unless you get very lucky to have Wucad Mu generated or use a hand-picked seed to remove luck as a factor (not a fun choice IMO, as playing the same dungeon layout repeatedly is much less interesting). I actually think Necromancy is one of the magic schools better suited for a spell oriented character (like, 3rd best) because it has options to deal with enemies immune to negative energy, but most of them are dependent on available corpses, which is why Kiku is important to this niche.
1) As I mentioned earlier, supporting a wider variety of builds improves replay value. Just imagine if there were no spells, the only species was minotaur, the only god was Trog, the only background was berserker, and the only weapon type was axe. Would you want to spend as much time playing that hypothetical minimalist version of Crawl? I'm guessing not, but because there are more options to choose from, there's more replay value. So, following that pattern, by supporting more options, we get more replay value. Make sense?
2) Summoning magic has the advantage of giving you more control over what kinds of allies you get, letting you tailor your forces to the needs of each situation. This is a big advantage over necromancy allies. I'm not advocating for an upgrade to the Necromancy school; I'm mainly just suggesting to bring mummy up to par with most other species in terms of efficiency. Even with MP recovery, players won't be able to spawn substantially more undead allies, because Kiku's corpse delivery is still gated by piety. What they would be able to do is spend fewer turns tediously waiting around between fights for their MP to recover.
Most spell schools actually support meleeing to some degree: Air Magic, Conjurations, Earth Magic, Fire Magic, Ice Magic, Necromancy, and Poison all feature weapons that allow magic-oriented characters to effectively melee many enemies, and both Transmutation and Hexes are fundamentally schools designed for hybrid play... arguably Translocations as well, given the Warper background is a hybrid. That just leaves Summonings, players are significantly penalized for using summoned allies to kill things, which tends to encourage summoners to melee even though they get no support for doing so.
3) It's not necessary that every species work well with every background. What makes the situation really bad is that mummy is specifically geared towards necromancers, from the days when they actually could recover MP efficiently by sublimating chunks and hungerlessly evoking staves of channeling. But, this will attract new players to try mummy necromancers, and they'll have a miserable experience and, to some degree, be soured on Crawl as a result. Therefore, there should either be some kind of adjustment to allow them to recover MP while worshiping Kiku (as you pointed out the necessity of ally spells) or their necromancy enhancers should be removed and their necromancy aptitude lowered.
4) Sublimation of Blood, at high spellpower, provides an option to balance your HP and MP (admittedly less so with the removal of Regeneration, but recently restored with improvement of Regen+ gear). Basically, if your HP is mostly full and your MP is mostly empty, you can use Sublimation of Blood to balance the time remaining for both to sufficiently recover and reduce your overall wait time. Obviously I wouldn't suggest using it when your HP would take longer to naturally recover than your MP, but magic-oriented characters normally spend MP faster than they spend HP, and thus Sublimation of Blood tends to be helpful to their recover more often than characters who spend most of their time on the front line.
Even in terms of an emergency MP recovery tool, the alternative is to flee, rest, and reengage, picking off some enemies and gradually wearing the enemies down to levels that your MP reserves are sufficient to handle.
Moreover, resting tends to be frequently interrupted in some areas (Abyss, Hell), and if those interruptions cost you resources, that means more waiting, which means more interruptions, which is more tedious.
5) I'm not suggesting to take the challenge out of mummies, I'm suggesting to reduce the tedium involved. The MP recovery ability doesn't need to have a strong immediate impact (in fact, I think it better that it not, considering how much less fun mummy necros were to play when I used wizard mode to massively improve their HP and MP recovery). It can provide a small benefit during the fight and have a lingering benefit to help with recovery afterward.
P.S. Yes, Gozag is good, and yes, vine stalkers and especially mummies have more incentive to worship him than most species. Also, mummies have more incentive than most to worship Ashenzari, both for clarity and to compensate for their bad aptitudes. I'm not suggesting that Kiku should be the top choice for mummies, or even one of the strongest choices. I just wish it weren't such an annoying choice.