Tuesday, 29th May 2012, 19:56 by KoboldLord
While it is true that Controlled Blink is too strong for its cost, it is currently the only reason to pick up more than about 2 levels in translocations. Level 2 Blink is reliable at that point, and Control Teleport will be usable at roughly the same time you get Haste usable, which you will be doing anyway. Everything else in the skill is cool but not clearly superior to the alternatives.
I would think it would be better to do a more comprehensive translocations reform, rather than to slap down whatever solution looks like it would require the least effort possible. And since this topic has come up before, I'll just go ahead and repost my translocations reform wish list:
Controlled Blink raised to level 9. It is translocation's super-spell, and by Trog you're going to pay for the privilege if you want that level of defense. Two consecutive casts should definitely put you into yellow glow, but otherwise level 9 spells can be allowed to be good.
Blink raised to level 3, possibly to level 4 if that doesn't do the job. Maybe evokable sources will even be desirable for non-heavy armor characters.
Ring of Blinking. Works just like +Blink on an artifact, but as a vanilla ring ego.
Ring of Teleport Control is now evokable, much like the rings of invisibility and levitation. The required evocations skill to get it reliable is around 12-15 or so, and it has an appropriate cost in nutrition every time.
Teleport Control spell raised to level 6, and if that doesn't work it gets removed.
Teleport Control mutation is moved to become an additional effect of Teleportitis 3, and you activate it off the a-menu like other mutation abilities.
Activating any source of teleport control causes heavy glow along the lines of Haste, such that it is prohibitive to keep it on all the time. Teleporting or blinking with teleport control active does not cause additional glow, but it does immediately end any active CTele status.
Monster spell Teleport Anchor added, applied liberally.
Holy monster, perhaps an 'inevitable' associated with Zin gets an aura that blocks translocations in a large area, perhaps the size of a silent spectre's aura.
Some monster line, perhaps gargoyles, gets a 'Sentinel' or 'Hunter' ability that allows them to scry a player that has awoken them and inform other monsters of the player's location. All monsters in a radius, and all monsters that have become aware of the player, beeline directly to the player's location. Repeatedly, if necessary.
Some high-end monsters, preferably glass cannons, get Controlled Teleport as a monster spell. Functionally inescapable unless you can hex them somehow.