I have now won game with hT in every class, my hT winners are on ladder: Tiili XI, my latest winner was hT Mage, Tiili X and Morko were Warriors, Anga Wen and Aina Here were Priests, Beleg Ohta II was Paladin, GrrazZ was Ranger and Ydnbpof was Rogue.
hT's constitution is big issue, it is not uncommon to see hT level 50 over 1k hp, some warriors manage up to 1300+. Huge HP pool, and regen makes hT's awesome race to play, who cares if they are noisy, stupid and clumsy. In end, one can make then anything wanted with gear. And as base is solid, they can be build to very formidable chars. Main weakness on hT's is definetly low DEX. Maybe is should be toned down even more, and give bit more STR.
Which rises amount of attack per round issue, I thing mages should not melee, so give them only 2 attacks, give ranges and priest at max 3, rogue and paladin can have 5 in every weapon, and warrior gets 6 on every weapon (well, maybe 5.5 with MoD) Or, tone down great, good and critical hits to only warrior classes, while ranger get more chances to good, great and criticals with bow, apply same to rogue with sling. Maybe even whole subject of dual wielding weapon could come in consideration, I can easily see hT Warrior swinging some kickass 2-handed weapon while wearing laods of armor, but in same time I fail to see sneaky hobbit rogue doing same, clanging like samwice gamgee's pots on plateau of gorgoroth.
There are still something odd in randart generation, I did see weapon with +12 speed and wis in one of my recent games, I think it was on warrior. Also, RNG seem to generate multitude of items with immunities. So, I think some more tweaking on randart generation should be done.
I think endgame is way too easy for pure spell caster classes, they can do pretty much anything they want, providing they have immunities and resistances in order. Pure warrior without lot of stealth is in problem, actually running away from monsters quite often.
and as for end few words on pits, nests etc. graveyards are fun to every other class but warrior. Demon pits are fun to warrior and to priest, deadly to other classes. Hydra pits are only cleared to see loot in that room, regardless class. Maia -pits, no bother. Vampire nests are way too easy. Maybe you could have wraiths nest somewhere in midgame, it would make things interesting, have one guaranteed excellent item on its floor. I have seem plenty of vaults in game, after statgain one starts to see lesser vault like every second level, and greater vaults more often than every 8th level.
Waiting to see where angband developes, hopefully my comments have some value..
hT's constitution is big issue, it is not uncommon to see hT level 50 over 1k hp, some warriors manage up to 1300+. Huge HP pool, and regen makes hT's awesome race to play, who cares if they are noisy, stupid and clumsy. In end, one can make then anything wanted with gear. And as base is solid, they can be build to very formidable chars. Main weakness on hT's is definetly low DEX. Maybe is should be toned down even more, and give bit more STR.
Which rises amount of attack per round issue, I thing mages should not melee, so give them only 2 attacks, give ranges and priest at max 3, rogue and paladin can have 5 in every weapon, and warrior gets 6 on every weapon (well, maybe 5.5 with MoD) Or, tone down great, good and critical hits to only warrior classes, while ranger get more chances to good, great and criticals with bow, apply same to rogue with sling. Maybe even whole subject of dual wielding weapon could come in consideration, I can easily see hT Warrior swinging some kickass 2-handed weapon while wearing laods of armor, but in same time I fail to see sneaky hobbit rogue doing same, clanging like samwice gamgee's pots on plateau of gorgoroth.
There are still something odd in randart generation, I did see weapon with +12 speed and wis in one of my recent games, I think it was on warrior. Also, RNG seem to generate multitude of items with immunities. So, I think some more tweaking on randart generation should be done.
I think endgame is way too easy for pure spell caster classes, they can do pretty much anything they want, providing they have immunities and resistances in order. Pure warrior without lot of stealth is in problem, actually running away from monsters quite often.
and as for end few words on pits, nests etc. graveyards are fun to every other class but warrior. Demon pits are fun to warrior and to priest, deadly to other classes. Hydra pits are only cleared to see loot in that room, regardless class. Maia -pits, no bother. Vampire nests are way too easy. Maybe you could have wraiths nest somewhere in midgame, it would make things interesting, have one guaranteed excellent item on its floor. I have seem plenty of vaults in game, after statgain one starts to see lesser vault like every second level, and greater vaults more often than every 8th level.
Waiting to see where angband developes, hopefully my comments have some value..
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