BlackSheep wrote:Why not just remove the ring of teleport control and require skill in the Translocation school (or a ?blink) to get it? There's an entire school built around manipulating space, but you can replicate the all-star spells from it with a ring and some fairly common consumables or a fairly common artefact brand. To avoid players just pumping Charms, make Control Teleport a Translocations only spell.
I don't really see a problem with rings of teleportation. They're always cursed and cause teleportitis, so they're a nuisance early on. After that, they require extra actions to don, activate and remove (with the added negative of failure chance) in order to become a source of limitless teleports. If a players wants to invest in both Translocations and Evocations, I think a ring slot is a fair price for evokable teleports at will. If there's concern that keeping the Control Teleport spell active all the time is somehow unbalanced, maybe it could come with the penalty that contamination doesn't decay while it's active? (the various damaging/mutating effects would still go off, but you wouldn't lose glow until after Control Teleport ends)
I like the idea of contamination not decaying while the cTele is in effect. It seems like it would be a bit more interesting than simply having cTele (the spell) cause glow. I don't like the first idea because it seems like a big penalty to melee characters, who are already more reliant upon consumables, while (at most) a slight nuisance to magic characters.
I strongly feel the ring of teleport control should definitely stay, but if people think it needs to be nerfed, a better approach might just be to have the ring take a while to kick in, kind of like gourmand. (If we implement variable degrees of teleport control, as suggested above, the effect of the ring could slowly scale to max power, just like gourmand. We could replace the single Tele Control dot on the character screen with three, reflecting the power of your spell or how long you have left the ring on.)
However it is implemented, the idea here would be that wearing a ring of teleport control is a strategic decision, not another item in your toolbox that you annoyingly swap in then swap out when you need to use it. Perhaps, in order to compensate, the attribute teleport control can be made somewhat more common as a randart ego. (Or the basic rings themselves can be made slightly more common, though I find one in most games as is.)
At any rate, I think we need to distinguish among a couple of different things in terms of gameplay. Is teleport control per se, as an effect, too powerful? Is the spell "Control Teleport" too powerful? Perhaps more important, HOW are they too powerful? By that I mean, we should keep in mind that teleports are not (IMO) too powerful for the early and early-mid game, during which time scrolls of teleport may be scarce and using them willy-nilly is extremely risky, but during which time they are nevertheless integral to a sane gaming experience (unless we drastically reduce the difficulty and variability of Crawl's early game, which would be a mistake IMO). If teleports are too powerful in the late game, when most characters will be swimming in scrolls and are quite likely to have teleport control capabilities, then we should be sure that our solution nerfs the actual problem. This is why I quite like the idea of adding a long-acting, stasis-like debuff (I'd say, make it ignore MR, too, like monster's polymorph spell), and I really like the stasis-field effect.