Teleport Other (TO) is one of the most useful items in the game, and one of the hardest to balance. This is because it serves two purposes. 1: It allows players to partially neutralize monster summoning. 2: It allows players to remove solitary monsters from the immediate vicinity, thereby enabling access to areas that would otherwise be blocked off.
I find use 1 to be necessary. I don't want to weaken players abilities to deal with summoned monsters any further without a similar weakening of summoning. However, use 2 is problematic. TO is the single most useful item to pick up between dlevels 30 and 60. Furthermore, getting TO greatly accelerates the players ability to pick up great items and loot vaults. This leads to an exponential equipment growth in these levels that make the midgame a boring dive-fest.
There are several monsters that exist solely to block off regions of the dungeon (think beholders) and with TO these monsters are pointless. A beholder in a vault becomes an entirely different problem if you don't have TO. In fact it's an interesting problem. Do you fight it, do you lure it away, or do you give up on the vault? If you play a game where you are unlucky enough not to find TO until dlevel 50 or 60, you will likely have had to make several of these decisions. And IMO these are the risk reward decisions that V needs more of.
If you buy my analysis, that means we would want to weaken the effect of TOing solitary monsters in the midgame, but not the effect of removing troublesome summonses in the endgame. This is hard, and generally revolves around weakening the availability of TO in the midgame, but compensating for it by making it show up more often in the endgame.
Currently, TO wands show up around dlevel 20, and rods around dlevel 45. Wands come with 7-11 charges.
The arcane spell shows up in MB4. Mages get it at clevel 23, rogues and rangers at clevel 31.
The priest spell is in the dungeon-only PB5. Priests get it at clevel 20 and paladins at 25.
My proposed changes are:
remove TO spell from rangers and paladins, raise rogues to clevel 35.
Change allocation of wands from A: 100: 20 to 100 to A: 100: 55 to 100.
Change allocation of rods from A:50:45 to 100 to A: 100: 75 to 100.
Rods have a higher allocation probability but don't occur until deeper in the dungeon. I'd also consider reducing the recharge time on rods, so you need less of them for the endgame.
Lastly, in the least controversial change. Increase the price of TO by a factor of 20. (wands would then cost about as much as stat potions in the BM.)
I find use 1 to be necessary. I don't want to weaken players abilities to deal with summoned monsters any further without a similar weakening of summoning. However, use 2 is problematic. TO is the single most useful item to pick up between dlevels 30 and 60. Furthermore, getting TO greatly accelerates the players ability to pick up great items and loot vaults. This leads to an exponential equipment growth in these levels that make the midgame a boring dive-fest.
There are several monsters that exist solely to block off regions of the dungeon (think beholders) and with TO these monsters are pointless. A beholder in a vault becomes an entirely different problem if you don't have TO. In fact it's an interesting problem. Do you fight it, do you lure it away, or do you give up on the vault? If you play a game where you are unlucky enough not to find TO until dlevel 50 or 60, you will likely have had to make several of these decisions. And IMO these are the risk reward decisions that V needs more of.
If you buy my analysis, that means we would want to weaken the effect of TOing solitary monsters in the midgame, but not the effect of removing troublesome summonses in the endgame. This is hard, and generally revolves around weakening the availability of TO in the midgame, but compensating for it by making it show up more often in the endgame.
Currently, TO wands show up around dlevel 20, and rods around dlevel 45. Wands come with 7-11 charges.
The arcane spell shows up in MB4. Mages get it at clevel 23, rogues and rangers at clevel 31.
The priest spell is in the dungeon-only PB5. Priests get it at clevel 20 and paladins at 25.
My proposed changes are:
remove TO spell from rangers and paladins, raise rogues to clevel 35.
Change allocation of wands from A: 100: 20 to 100 to A: 100: 55 to 100.
Change allocation of rods from A:50:45 to 100 to A: 100: 75 to 100.
Rods have a higher allocation probability but don't occur until deeper in the dungeon. I'd also consider reducing the recharge time on rods, so you need less of them for the endgame.
Lastly, in the least controversial change. Increase the price of TO by a factor of 20. (wands would then cost about as much as stat potions in the BM.)
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