Plantissue wrote:I don't see stairdancing as a problem, but if it is to be a tactical or strategic choice, why not simply increase the time to move up a staircase?
The goal is to come up with better player deaths. If you press a key (< or >) and die because someone else wailed on you for several actions, that's not very satisfying. This already happens now, with staircases and paralysis [1] and energy randomisation (which bezotting does away with).
One achievement of the dynamical monsters branch is that the additional threat is
announced. This makes it more clear, allowing the player to deal with it consciously.
[1] Paralysis is despised by players for this very reason. Its saving grace is that it adds a lot of threat and creates interesting situations. It is certainly not the best design, in my opinion, just effective.
Plantissue wrote:This bezotting mechanic, is just so counterintuitive, and the name is just...uninformative.
The name is arbitrary, and intuition is strictly a function of exposure. (If you've seen something for long enough it becomes intuitive.) So I parse your sentence as "the mechanic is novel and badly named". The branch is about exploring rule changes, so the name is no concern at all at this point.