As context, I should say that I have spent very little time thinking about game balance. My focus has been on getting structural game changes in place (breaths, traps, curses, ID) and on code improvement. I have always expected significant rebalancing to happen before 4.1, and this thread will be of major assistance in that; there are still a few things that need addressing first, though (stuff may happen to stealth and monster AI, for example).
Now, to suggestions. The monster ones are great. The item suggestions (which seem to have been the most contested) all sound fairly reasonable to me too, and the vaults and pits comments are useful and a bit unexpected to me.
So some things I am thinking about for when balancing time comes. I was already thinking about caster level independent of depth, so I'm pleased you suggested it and am inclined to go with that one. I also have a bunch of other ideas broadly around the make-monsters-more-dangerous theme, including:
- Introducing worse side-effects for unresisted elemental attacks
- Making (new or existing) more dangerous deep monsters
- Introducing a (or expanding the existing) selection of monsters in the early- to mid-game which target particular player deficiencies - lack of pConf and pBlind, for example
- AI improvements mentioned earlier
These are fairly unformed thoughts, though. We'll see as we go along, and more ideas are good
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