On the general subject:
Personally, I'm definitely in favor of making extended more varied and less Demon-heavy. I don't like how focused the threats are in the end-game, particularly how anti-demon stuff (i.e. TSO, Zin, and holy brand) are consistently strong throughout 10 of the 12 post-game runes and how torment and hellfire are such consistently present threats. Personally, I think this is an even bigger issue than the annoyance of the infiniteness of Pan and Abyss, but I don't know if everyone else agrees with those priorities.
Reducing the number of Pan and Hell runes in any one game and adding new runes to replace them sounds like a good way to do that to me. If only 2 hell branches spawned per game, and 2 or 3 pan runes (depending on whether demonic was removed or not), and 5 new runes were added that were much less demon-heavy, it would definitely give the end-game more variety. The long-discussed Elf rune would be an obvious one - I'm definitely in favor of it personally - but even so, that's still four more branches, which would be a pretty huge undertaking. Replacing holy Pan with a holy branch or adding a holy Pan specific rune (instead of just the demonic rune) could cover another one, but Holy Pan is also considered incredibly annoying by many people, so it might need a good deal of tweaking if we wanted to make holy monsters something you deal with in every 15-rune game, rather than a pretty rare occurrence.
I don't mind the Demonic Rune too much, not because I like having to hunt through every Pan floor, but because it actually gives motivation to do something that you're rarely motivated to do in the end-game: explore. One issue I have with the extended end-game that no one's mentioned is that it heavily encourages you to just spend all your time diving from floor to floor. In the main game, you're generally expected to explore nearly every floor (except for particularly threatening sections) for experience and loot. In every single extended area, it's recommended that you basically just dive through as fast as possible. The only place you ever really fully explore in extended is Tomb, and that's because it's so linear that you don't have much choice. So while the randomness of hunting for the Demonic rune bugs me, I do like the fact that it actually encourages you to clear non-special Pan levels, rather than them just being filler while you immediately take the first portal you find. I don't have a better solution to this issue - part of the problem is that characters doing the post-game tend to have all the loot and experience they need anyway, so it's hard to motivate them to go for anything other than runes -
Happylisk wrote:Well that's part of the problem. I truly don't think that the differences between Hell and Pan can be described as "completely different." But I'll admit that's partly due to the fact that I rarely go into Hell without Zin (but then again, why would you if you were non-undead/demonspawn with an eye towards optimal play).
Well, some god wraths can be quite nasty, and DCSS isn't really a game that's designed to be balanced in the first place. Xom is already mostly worse than other gods, and everyone knows that it's 100% intentional that mummies are the worst race in the game, for example. So saying "why would you chose anything other than Zin for hell" is silly because the answer is obvious: because you want to use something other than Zin for Hell. Crawl is a game about trying out different combinations and playstyles and challenging yourself, not just playing optimally every time. Otherwise everyone would always just be Minotaurs and Gargoyles.
Happylisk wrote:Speaking of which, if the postgame is going to insist upon being 98% demonic/undead, it may be time to revisit the holy wrath brand. For a game that's geared to encourage tactical choices and no nobrainers, a brand that's ideal against everything in Pan and Hell and Tomb (sans sphinxes) seems out of place. If there has to be a holy wrath brand, I'd be pleased as punch if it only worked while being a worshiper of TSO. This would make Zin vs. TSO a real choice for Hell. It would also prevent players who intend all along to go Zin from using TSO as a pit stop to get their holy wrath evening star/claymore/executioner's axe etc.
I agree that the holy wrath brand needs some rethinking. It's a bit overspecialized, and possibly more importantly, it's too overspecialized for the post-game. Having a brand that's simply the best brand for 10 runes (besides maybe anti-magic) ad the worst for the rest is kind of silly. Other brands can be stronger or weaker by branch, but none so consistently vary from useless to insanely powerful. Honestly, I think TSO and Zin's designs as a whole are too post-game focused. I don't mind some gods being stronger in the early game or the late game, but giving them both multiple abilities that specialize in dealing with demons and undead feels a bit too brute-force-y to me.
For this reason, I really don't like the idea of making holy wrath TSO-only. He's already basically considered the standard for end-game gods, making it so even if you find a holy brand with another god you can't use it will just gear TSO towards that direction even more. I'd rather find ways to make TSO and Zin more general-purpose than make them more specialized as the definitive end-game slayer. Your solution makes picking between TSO and Zin for hell more interesting, but it makes picking between TSO or any other god in the game for Pan and Hell less interesting.
Sandman25 wrote:Not everyone uses good gods: there are also Ashenzari, Vehumet, Dithmengos, Trog (to name a few). Even Okawaru's wrath is quite nasty lately too. I think we should not base our opinion about Pan vs Hell on assumption that everyone takes Zin.
Pan is much easier as you can use Controlled Blink (or corresponding scroll) and Control Teleport to get into rune chamber. Also it is much easier for stealthy characters who don't get Hell summons on top of them breaking their stealth by battle noise.
Agreed. I have two 15-rune wins and a 12-rune win and I'm not sure if I've ever worshipped TSO or Zin, they're far from mandatory like a lot of people think they are. Also, Kiku is criminally underrated as a post-game god, I think he can compete with TSO and Zin for how well he handles is (but he also gives you a lot more for the regular game). Request corpses is stupidly powerful paired with simulacrum in Pan, Hell, Tomb, and Abyss, not to mention he gives better torment resistance than TSO.