Move the Crypt into the Orcish Mines.
Posted: Thursday, 4th August 2016, 21:23
The Crypt is one of the least frequently completed branches in the game. By the time the player discovers the Crypt entrance in the Vaults, its challenge is nonexistent. This is unfortunate, as the somewhat recent revamp has made it much more interesting and varied. As it is right now, with its position in the overall length of the main game, the branch serves merely as a piety farm for goodgods and as an extended gateway into the Tomb.
Moving the Crypt into Orc increases its relative difficulty without having to do any direct numbers adjustments. Crypt:3 is of comparable challenge with Elf:3, with more focus on physical combat and debilitating status effects, and less focus on elemental blasting and summoning. (Note that both branches have access to Torment.) Many abilities in the Crypt monster set become more relevant and tactically challenging when the player is less powerful and has fewer resources at hand.
There is a slight concern that players will misjudge how dangerous Crypt can be at the time they find Orc. The Elven Halls and the Slime Pits serve as a rough precedent for having far-more-difficult branches that are not "intended" to be explored at the time their entrances are discovered. This also gives Orc a purpose as a branch beyond "collect loot". On that topic, the treasure vaults in the Crypt are slightly more relevant if it can be accessed somewhat earlier, rather than after the player already has enough resources to win the game.
Impact on flavor and themes below. These should not be given weight in the decision whether or not to move Crypt.
Moving the Crypt into Orc increases its relative difficulty without having to do any direct numbers adjustments. Crypt:3 is of comparable challenge with Elf:3, with more focus on physical combat and debilitating status effects, and less focus on elemental blasting and summoning. (Note that both branches have access to Torment.) Many abilities in the Crypt monster set become more relevant and tactically challenging when the player is less powerful and has fewer resources at hand.
There is a slight concern that players will misjudge how dangerous Crypt can be at the time they find Orc. The Elven Halls and the Slime Pits serve as a rough precedent for having far-more-difficult branches that are not "intended" to be explored at the time their entrances are discovered. This also gives Orc a purpose as a branch beyond "collect loot". On that topic, the treasure vaults in the Crypt are slightly more relevant if it can be accessed somewhat earlier, rather than after the player already has enough resources to win the game.
Impact on flavor and themes below. These should not be given weight in the decision whether or not to move Crypt.
Spoiler: show