Tuesday, 10th September 2013, 23:58 by and into
JARG: Thanks for the feedback, it is much appreciated and I think you raise several good poitns. I'll respond now and try to incorporate your criticisms (possibly editing my earlier proposal) at some point down the line.
Neutral sea creatures could stay or go, I don't think it required for the god, it is almost more like flavor. As I said, it wouldn't be a guaranteed thing even at full piety, wouldn't apply to merfolk, etc. But maybe it is best just to remove it. I'd be very flexible here as it isn't a major draw or design point for this god.
Immune to clouds... Yeah maybe too strong. Miasma isn't exactly common, but it represents a major danger to characters who aren't immune to it, which is most, and rPois doesn't protect, which makes it interesting. I honestly wasn't thinking about miasma when I wrote that, just the more mundane clouds. Maybe protection from clouds except miasma, as that cloud already seems to have a negative-energy magical kind of aura to it, I don't think it would be weird to make an exception? However I don't think cloud immunity (except maybe miasma) is too strong for a passive god ability, though it probably *should* scale (if it is retained) rather than just being given up front. Having it apply at the moment you join may be too much, I agree there.
The other things you listed can be taken altogether I think, as I see them as interrelated.
On the one hand, we want water to matter somehow, being near it or around it, as this is pretty much the core part of the original god proposal that has been consistently maintained. And I think we also all agree that a noticeable conduct (maybe not Chei level, but still considerable—more than Ash's (actually quite minor) penalty) is warranted, because there are already so many gods who just say, "Do what you would be doing anyway, just now get piety for killing dudes."
How we put those together is something that, again, I'm flexible. First, I'd say that the drain effect would be minor, and it would grow with piety. Even at max piety, I'm thinking it should be no worse than, say, somewhere around -1 or so to all skill levels. Maybe a little more than this at max piety, but again, we definitely are not talking about an "anti-heroism" that gives -5 to all skill levels, that would be far too much.
We are shooting for a noticeable malus at highest piety level, and only when you are away from water. I think that does weaken your character, but not so much that you are going to kite enemies across the level, because kiting everyone (rather than the occasional really slow guy or slightly slow but tough guy) is not only really tedious, but can be dangerous.
(People often ignore this fact, by the way! They focus on "hey, I get to kill this enemy 'risk-free,' cause he can't hurt me," but they don't consider the risk they potentially put themselves at when they back up through half a level—even a well-explored level—with one direction blocked off by the toughie they are kiting. (And if it isn't tough compared to your character, it is not worth kiting by definition, because it is tedious game play.) It is definitely worth it sometimes to kite, and in a lot of moderation can be kind of fun when you feel like you outsmart the occasional OOD. But it is something of a false economy, in terms of managing risks, to abuse kiting tough monsters, especially if they are only a bit slower than you.)
[As an aside: Purely from a design (rather than playing) perspective, there is ONE thing interesting about kiting, I think, in that while you do it, corridors become dangerous in a weird way that inverts normal game play. But I wouldn't want to encourage more kiting (because too much quickly becomes tedious) just to exploit this fact. However, I do think a few new monsters with some special movement pattern or characteristic could potentially exploit this... Maybe something that is normal speed, but tends to spawn a certain type of summon behind you, if you are running from it?... But that's another thread!]
Anyway, getting back to Sethygir: If we made the benefits and malus of this god dependent on water and then said, "That's it," there wouldn't be enough water generated for the god abilities to actually matter. This means either a.) making the malus meaningless, which kind of defeats the point; b.) relegating Sethygir to variant and challenge builds, rather than major god status. So I think having Sethygir tend to spawn water would help. Again it would just make it MORE likely, not guarantee it or put it everywhere. The devil is really in the details here: If water is everywhere, the god's bonus/malus system doesn't work.
Maybe the "monsoon" thing can be sporadic? (Which would kind of fit for the image of monsoon anyway. It is the rainy season, it can *feel* like a constant input of water, but it is not literally.) So in other words, every time you enter a NEW level, there is a FLAT chance that Sethygir will flood it. HOW MUCH he floods it depends on piety (scaling up). Would that be better? And certain places (wiz labs, for instance, maybe other places) can be exempted so they cannot ever be flooded, making them a bit more dangerous for Seth followers.
The idea with selectively flooding level would be to ensure that you have your abilities at their most powerful when you absolutely need it. But the piety cost would be VERY high. Maybe it also could carry an additional cost, like Max MP? (No god ability has this cost yet, only the DD wand recharge racial trait.) This means you would only use it when you have a VERY difficult level (like V5) that generates with no water on it, even with Seth's help.
A spriggan would only be able to wear CPA sporadically, for short periods. This is the most extreme case you could bring up, basically (other than, Felids in CPA I guess), and it would only be occasional. You'd have it as an activated ability, and you can leave it on, but the piety drain will be so fast that you can't maintain it indefinitely, and even doing it very frequently would in effect shut you off from all of Seth's other powers. This is strong, but is it really that much stronger than, say, what Ash or other gods do for you passively, all the time? There are god powers that will (nearly 100% of the time) save you from death, so long as you realize that death is very likely one turn before it happens. Hell, there are *spells* that do that. (At a considerable cost or risk, but who cares at that point?)
My suggested adjustment was to make the link to water VERY acute while in "sea nymph form" (or w/e we call it), meaning that being away from water might THEN give you something like "reverse heroism", based on current character level (maxing at negative five skill levels across board at x Lvl 27). So you couldn't use it all the time.
As for fog generation, etc.... Maybe that would work better as an activated ability too, but I think it is fine as a passive so long as it is not overpowering. That is a matter of details, I think—getting the number and pattern just right. I think it is thematic (like cloud protection—a protective foggy sea mist envelopes you, automatically displacing dangerous clouds) and unique. And it emphasizes this as a DEFENSIVE god, which is interesting, as so many gods focus on increasing your damage capabilities.
I'll just end by saying that I don't want the god to be grindy or involve lots of "luring back to water." However, a certain amount of this is fine, is tactical, and can even be fun. The Air Elementalist and Fedhas both have elements of this. Some people find them tedious, some people enjoy a slightly higher degree of tactical repositioning while fighting (rather than just "HOLD TAB" constantly), and in either case neither Fedhas nor AE are game-breakingly powerful. That's what we should shoot for with Seth, I think. It will be a balancing act, but I think it is a balancing act for which there are precedents, and thus one we can do successfully.
EDIT: I put in bold something that occurred to me based on JARG's criticisms, which I think would make Seth less grind-prone. I can elaborate a bit: The idea is that, some levels naturally generate with water, some levels will get additional water upon generation through Seth's benevolent interference, some levels will still generate dry. This creates an interesting dynamic by which certain levels will be harder, others a bit easier, rather than a constant level of difficulty. The variance won't be *HUGE*, as that could be frustrating, but it will be noticeable.
There will be a FLAT rate for Seth to do this, starting at joining, that does not change. So there will be no advantage to "max out piety" then dip down a few levels to maximize chance of water, then come back up and use your piety more loosely. Piety will only affect HOW MUCH water generates, and even then the passive flooding level should be noticeably more water even at low piety levels. So no scumming there.
So it will be random when it happens, but when it does, there will significant amounts of water around. Therefore: No tedious kiting. The abilities Seth offers around water will simply not be worth kiting enemies to a new level, so people won't do it. (Well, they might, and then they might even complain about "tedium," without realizing that the tedium is in this case self-imposed and has little to do with optimal game play. But this happens with plenty of other things in Crawl anyway, sometimes there's just nothing you can do. Some people subject themselves to all sorts of silliness because they feel it bestows some meaningful gain that is in fact extremely marginal or even nonexistent. One can't completely control that through design, no matter how good.)
Last edited by
and into on Wednesday, 11th September 2013, 00:10, edited 1 time in total.