Snake Sneak
Posts: 110
Joined: Friday, 17th December 2010, 07:48
Feedback on Fedhas.
** is way too early to be able to create oklobs, which can deal with pretty much anything up to late dungeon levels on their own, especially early melee powerhouses, oklobs so early absolutely trivialise them and I believe they should be granted later in the game, and give a bigger piety drop on death, to make them a more expensive resource. Or perhaps make them cost piety + fruit on creation, but not have the piety cost be too big. Maybe a limit per dungeon level might be necessary as well, I don't know. Yes, they are that strong. The only time when they stop being useful is in a very dire situation most other Gods wouldn't help anyway, they start dying moderately fast only in vaults:8 , late dungeon levels and zot:5. Fruit requirement is not a problem until you've run out of them in late game, and that's fine IMO.
Sunlight is useless in most situations, I haven't noticed if it also illuminates invisible creatures. If it doesn't, it should. It's an ok-ish power (more useful for a non-merfolk or kenku), but it doesn't feel particularly useful for the most of the game. Maybe a minor effect on the undead could fit in here, but I'm not completely in favour of this.
I haven't used reproduction a single time so I can't comment on it. I will test it though, since fedhas is useful and fun throughout a 3 rune game.
Fedhas protecting plants from harm is a nice flavour and a useful abillity.
Mushrooms start dying too fast for what they're worth early on. Unless it's intended that they shouldn't be used after dlvl: 13-14, something should be done about them. Maybe let player evolve them an additional time for a cost of fruit/piety from **** or *****? They simply can't survive later encounters, and are not worth the piety hit right now.
Rain is quite situational as well, but the fact that it has a chance of creating plants is very nice. I'm not sure how useful this power is for a non-merfolk, but I can safely say that even with a merfolk this power was highly situational, and mostly useful for killing uniques who can't swim.
Note that I've spend most of my game with full piety. ***** at the end is because of lack of corpses to pray for.
Overall it feels that too much of the god's usefulness depends on creating oklobs, and they are granted a bit too early. Since you won't need many mushrooms just outside the temple, you're free to hoard all the piety you will ever need for later stages of the game. And yes, there is little to the god other than oklobs and reproduction IMO.
Also, I can comment on the 'intended playstyle' of a ranged fedhas worshipper. Unless you are using magic this is not viable, because of lack of ammunition, and the fact that oklobs are more useful for dealing damage while you tank the hits (that wouldn't matter if the more ranged oriented playstyle was viable). With a merfolk hunter I disabled my throwing skills because javelins are very heavy, equipment management is cumbersome and you won't find many of them, even after shoals:5 (that was the main reason I went there - to get the javelins). I think the issue is that there are not enough javelins generated in the dungeon, since yaktaurs or centaurs don't use them, and there's practically no monster outside of shoals who can give a supply of those, it just isn't worth the hassle.
Cheers.