I think you're expecting to be able to kill too many enemies...and also that the priest and mage should have roughly equal killing ability at any given point in the game. Mages are challenge classes; in fact I'd say they're probably the hardest class in the game. They have terrible early game capabilities and only middling killing ability at any point. In exchange they get loads of utility spells. They are all about cherrypicking your fights and avoiding or ignoring everything you can't deal with, which is a lot! Early on you do this through detection and stealth, then later through Teleport Away, then in the late game through Banishment and Destruction.
Meanwhile, priests are, to my mind, the second-easiest class to win with (after the paladin, which Timo only claims is hard because it is so easy that he gets bored...yeah). That's not so much due to Orb of Draining, though it certainly doesn't hurt. 0% fail 300HP heals starting in the early midgame counts for a lot too.
I should probably have stated my expectations on the various class challenge levels earlier, and I apologize for that. You're trying to say "The mage should be able to deal with all these monsters with resistances to his only attacks" and I'm over here saying "the mage having crappy resisted offense at this stage is half the fun!"
For what it's worth, my first inclination on all cavern levels is to just get the hell off them as quickly as possible. It's very difficult to control the terrain on these levels as they're almost completely bereft of chokepoints. Find the closest stairs and leave, or just recall out if you have to. They're not quite as dangerous as ZAngband's "arena" levels (which were completely open) but they come about as close as is possible without looking completely unfair...
(Which isn't to say that they should be removed just yet; it can be an interesting challenge to deal with getting off them sometimes)
Meanwhile, priests are, to my mind, the second-easiest class to win with (after the paladin, which Timo only claims is hard because it is so easy that he gets bored...yeah). That's not so much due to Orb of Draining, though it certainly doesn't hurt. 0% fail 300HP heals starting in the early midgame counts for a lot too.
I should probably have stated my expectations on the various class challenge levels earlier, and I apologize for that. You're trying to say "The mage should be able to deal with all these monsters with resistances to his only attacks" and I'm over here saying "the mage having crappy resisted offense at this stage is half the fun!"
For what it's worth, my first inclination on all cavern levels is to just get the hell off them as quickly as possible. It's very difficult to control the terrain on these levels as they're almost completely bereft of chokepoints. Find the closest stairs and leave, or just recall out if you have to. They're not quite as dangerous as ZAngband's "arena" levels (which were completely open) but they come about as close as is possible without looking completely unfair...
(Which isn't to say that they should be removed just yet; it can be an interesting challenge to deal with getting off them sometimes)
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