Mr. TediumSnark:
Collins Thesaurus of the English Language wrote:dumb something down: trivialize, sensationalize, make shallow, make superficial, make trivial, make frivolous, make less intelligent
"I know it must be tempting to dumb down news".
(emphasis mine)
tabstorm wrote:Kobolds and felids: Nerfed. Carnivore would no longer advantageous under any circumstances but an absolute liability (in the exact same spot that herbivore was before)
For kobolds and felids, since there are two classes of permafood, it is easy enough to just have them gain twice the nutrition from meat rations, hunger less, or whatever, a trivial change. Plus, it's fine on spriggans now, it was only annoying on centaurs because when combined with fast metabolism it meant that you were
constantly getting "You are feeling hungry." which was so dang annoying that Ce was near unplayable.
No, it's not just a trivial change. By giving them double nutrition
on half, or less, of the food types that most other characters can eat you're not even bringing them up to on par with them because they have still lost access to a food item that's good quality for them, and generated at the tactical level, that for other characters to exploit required dedicating their amulet slot.
tabstorm wrote:Ghouls: Dumbed down. Would no longer hunger for the flesh of the living, nearly killing the flavour outright.
There is not intelligence involved in eating when rotted. The change I wrote keeps the result while cutting out the butchering and eating.
See the definition of "dumbed down" provided above, Mr. TediumSnark
tabstorm wrote:Vampires: Dumbed down. Would be around 1/5th as interesting as now. That, or blood potion becomes a legitimate permafood item (magically conserved!)
I said to have them not even hunger entirely. They can keep the vamp draining from hitting enemies unaware or however it works now. Aside from that, I think a lot of players find managing vampire hunger pretty annoying as it currently stands, so I'd rather just cut out the annoying stuff and just give the species what I feel are its core properties without having to manage hunger, instead of doing something like encourage players to wait for a long time before entering an ice cave just for the rC for instance, or constantly eating just to be able to use tmuts. Besides, it's usually best to just stay at high levels of satiation for the regen. I can only think of maybe Tomb as a place where you might want the torment immunity.
You say that managing vampire hunger is pretty annoying, I say that
vampire hunger management is an aspect of the game that can be played with and which you are trying to deprive me of. If I roll a vampire, is because I want to play a character that mutates back and forth between several states between life and undeath - which is exactly their defining feature. If I don't want to deal with that, I don't roll a vampire.
Anyways, you CAN play a vampire and not worry about hunger management, it'll just stay between bloodless and nearly bloodless.
tabstorm wrote:Mummies: Nerfed needlessly. Comparatively dumbed down. Would suck even more barber poles, because half of their signature advantage has been granted across the board, without any oftheir signature defects.
I don't understand how this logically follows, if they have no food clock but the food clock is tighter for living races this is a nerf to mummies because _________.
You paired it up with the wrong premise.
if they have no food clock
and hungerless casting, abilities and evocations are granted across the board this is a nerf to mummies because hungerless casting, god abilities and evocations are part of their signature advantage and now it would be the baseline capacity for all characters, giving them an aspect of the only advantage mummies have.
tabstorm wrote:Trolls: Nerfed or dumbed down. But what troll eat now?
There is not intelligence involved in eating up to engorged after every battle.
See the definition of "dumbed down" provided above, Mr. TediumSnark
tabstorm wrote:Invocations, Evocations, Spellcasting: Buffed, probably requiring universal cost rebalancing.
Elyvilon: Buffed like nobody's business. A terrible, ravenous hunger is what really keeps your all-powerful hippie powers in check. And that kind of makes sense...
I claim that all these abilities do not need illusory strategic food costs that just end up resulting in more pressing of the e button when they have tactical costs. I mentioned that I do not have a fix for ely outside of just removing her, but someone else is welcome to contribute an idea to this thread. I don't intend to ever play Ely.
Well, maybe if you gave Ely a whirl (even once) you would see how food costs are in her case much more than illusory, and I don't think that any proposal that is a coin-toss between "buff Elyvilon through the roof or remove her" will fly very far,
at least in that particular iteration; because Elyvilon is crazy powerful already, and she's pretty much stablished as one of the three good gods.
tabstorm wrote:Hungry ghosts: Buffed, since food would be much more precious
Easy enough to just proportionally tone down the amount of hunger they induce.
Hey! You're saying something sensible for a change!
tabstorm wrote:Vampiric weapons: Buffed and dumbed down if the hunger costs are removed (like with magic). Nerfed into undesirability if hunger costs are kept.
Hunger cost has never been a concern for me in using a vampiric weapon, I'm sure many players could attest the same, I am unconvinced that it is really being "dumbed down" in a meaningful way by removing the hunger cost, it will play in a way identical to the current state of affairs basically.
Nope, because currently vampiric weapons are very powerful, yet if you find yourself in need of using a rod (or a different weapon: say an artifact that is your only source of blinking, or a weapon that could mean a decisive advantage in a particular fight, or any ranged weapon) you can't (usually) go back to your vampiric weapon immediately afterwards. Unless you are playing a vampire, a kobold, a ghoul, a troll (highly unlikely) or a mummy, or if you are using an amulet of the gourmand, or you quaff a potion of porridge. Again, removing vampiric hunger cost would be thinning down their synergy with vampires, but that's a minor issue in my eyes relative to the slew of boring changes you're proposing.
tabstorm wrote:It seems to be the case that many of the things that I (and other players) find tedious, you find wonderful and fascinating.
YES.
And that's why I'm so strongly opposed to their outright removal: because your tedium, is my normal play or even my enjoyment.
Still, even if I'm not rallying as much support as you are, I think it's safest to assume that the majority of the players are simply content with the current status quo.
It also seems to be the case that your proposal has far-reaching consequences for
several aspects of the gameplay that don't fall within your area of expertise or even your usual game experience, to which you haven't (and refuse to) give much thought, because you hate hitting the 'e' key,
while it's clearly evident that you love hitting the 'tab' key.This keyboard-based reasoning is wholly uncomprehensible to me, and your ideal of gameplay seems incredibly degenerate, but you can't say I'm not taking your proposal seriously.