So, I think that a lot of the mixed blessing items end up being junk. I'm not really talking about the "Berserk Strength" effect (the reduction in AC stops being a big deal once your AC is pretty good) or the mixed blessing speed rings (teleport and escaping) but more about things like the Ring of the Dog, Mushroom of Stoneskin, etc.
Basically, I think that unless an effect is really great (e.g. speed) or the drawback is really minor (e.g. berserk strength) then the items are often not worth carrying/using. Since each item in the inventory already has a "cost" of one slot it's often easier to just not bother with items whose usefulness is minimal. Furthermore, there are tons of scrolls/potions/staves/etc whose effect is only good, so the player doesn't need to bother with mixed blessing stuff.
I think there are two basic approaches to fixing the problem:
1. Give all (or most) items drawbacks so that the ones that currently have drawbacks aren't significantly worse.
2. Remove all (or most) of the drawbacks, or make the drawbacks much less bad.
Obviously one can mix strategies #1 and #2 to meet in the middle somewhere, but my assumption is that #2 is probably more popular. I think this works especially well for rings, where there is little risk of "ring of the dog" becoming overpowered (since it will presumably always get replaced with one of many awesome rings, e.g. speed, damage, +stat, accuracy, slaying, ring of power, etc).
Mushrooms would be more challenging, except that they are pretty rare right now, and not easy to buy in stores, so improving them won't affect balance too much. I would also like to see them become more common... which might make them easier to stack and less useless. But for instance, stoneskin will never be useful if you lose speed. I think if the mushrooms were easier to find (for instance if fungi dropped them) then they could still be mixed blessings, as long as the downside wasn't so severe (or the upside was also really good, e.g. the +speed mushrooms).
Anyway, I will experiment with this a bit. I know other variants have changed this (I am thinking especially of Un) and I think I like the result.
Basically, I think that unless an effect is really great (e.g. speed) or the drawback is really minor (e.g. berserk strength) then the items are often not worth carrying/using. Since each item in the inventory already has a "cost" of one slot it's often easier to just not bother with items whose usefulness is minimal. Furthermore, there are tons of scrolls/potions/staves/etc whose effect is only good, so the player doesn't need to bother with mixed blessing stuff.
I think there are two basic approaches to fixing the problem:
1. Give all (or most) items drawbacks so that the ones that currently have drawbacks aren't significantly worse.
2. Remove all (or most) of the drawbacks, or make the drawbacks much less bad.
Obviously one can mix strategies #1 and #2 to meet in the middle somewhere, but my assumption is that #2 is probably more popular. I think this works especially well for rings, where there is little risk of "ring of the dog" becoming overpowered (since it will presumably always get replaced with one of many awesome rings, e.g. speed, damage, +stat, accuracy, slaying, ring of power, etc).
Mushrooms would be more challenging, except that they are pretty rare right now, and not easy to buy in stores, so improving them won't affect balance too much. I would also like to see them become more common... which might make them easier to stack and less useless. But for instance, stoneskin will never be useful if you lose speed. I think if the mushrooms were easier to find (for instance if fungi dropped them) then they could still be mixed blessings, as long as the downside wasn't so severe (or the upside was also really good, e.g. the +speed mushrooms).
Anyway, I will experiment with this a bit. I know other variants have changed this (I am thinking especially of Un) and I think I like the result.
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