Blades Runner
Posts: 616
Joined: Thursday, 25th October 2012, 03:19
Mummy Adjustments
The justification: Things have changed over time, making them so much weaker, therefore adjust them.
* The food clock used to be more harsh. In the present game, I find it is viable to even play living spell casters of Gozag. Their advantage here has been lessoned. If you do want to take full advantage of wasting turns, you still hurt piety in a lot of cases.
* Monsters don't respawn on levels like they used to. This was another advantage an undead character had previously to make up for more difficult XP curves.
* Healing wands were removed. This hurt mummies a *lot*, as you now have extremely few options for regaining life, particularly in extended.
* More enemies casting dispel undead, which is extremely harsh. It hurts, badly, and it doesn't miss. Trying to keep out of LOS of dispel undead casters is tedious. Tar went from the easiest zone as a mummy (it was extremely easy), to incredibly awful. Now, you get a howl status on you and a couple tmitzles appear and a silent specter or hell effect silence, you are royally screwed as the only thing you can safely (or even reasonably do) is try to rely on evocations. Going melee against them even as a strong melee character is often a terrible idea. I've lost a few xl27 mummies to dispel undead, it can take you down so quickly it is crazy (with no option for potion or wand). So basically, necromutate is much better now because you can turn it off - or simply not being undead and using TSO. The same applies to the tomb, it received a ton of changes so that dispel undead is present. I'm not saying yank dispel undead out, though I think it could use adjusting for balance.. just that this is another example of how mummies (and undead) were nerfed.
* Those super annoying star things in abyss which flash the screen and give living temporary mutations drain your stats to crap. It's barely feasible to take a mummy into the abyss now for long at all.. you can have your stats drained down so low, so quickly. What used to be somewhat of an advantage (avoiding mutations for stat drain at a pace you could cope with) became a liability (stats drained too quickly to cope with.) This could be fixed if temporary mutations didn't cause stat drain.
* Last but not least, mutations system was reworked and now because of the new mutation potions, it's pretty standard and easy for all living characters to run around with positive (good mutations) and few or no bad ones, which just get cleared with a few potions. Overall, mutations are a lot easier to deal with today. Mummies (I guess and ghouls?) simply miss out on the extra boosts from the current mutations system.
I like mummies because it's enjoyable to ignore eating food. Even though it isn't an advantage to not drink potions, I like the way it clears up inventory headaches somewhat. I'd just like to see the horrible xp curve fixed. If they must remain bad at a lot of things, then at least make them much better at a few things. Thanks!