I know this wasn't directed at me, but I feel this side of the debate needs more representation:
How long have you been playing Tome?[checks notes]
About 5½ years, according to te4.org. Since before the 1.0.0 release, at least. (Ye gods, I feel old all of a sudden…)
And the orc patrols are trivial on normal and NM.*blink*
…no. No, they are not.
I'm by no means an expert at this game but I have little to no problem clearing orc patrols in NM.
And I'm by no means a carnivore, but I only eat meat.
Trust me, if you "have little to no problem clearing orc patrols in NM", you're pretty much by definition an expert.
Now that I'm more experienced, I take great pleasure in smashing them and avenging previous characters deaths.(shrug)
You do you, I guess. Myself, I derive my satisfaction from preemptively defanging them, so that they can't ambush me and wreck my game.
Counterplay : pop a movement infusion before entering world map
See, this should have been your first clue: the fact that you're having to resort to a pretty skeevy exploit like this just to avoid those patrols ought to be telling you that they're a problem. Remember, time is advancing significantly faster on the worldmap, as evidenced by the calendar log messages; that movement infusion really shouldn't be lasting even a single step on the worldmap. [T2, as Parcae2 notes
, gets this right by dramatically accelerating food consumption and effect duration countdown while moving on the worldmap. Oh, and also by making worldmap ambushes reliably avoidable.]
pop RoR after getting ambushed and stay out of sight until you're yanked out
Tiny zone, with multiple bogies and sparse cover, and you're just casually suggesting staying hidden for forty turns straight as though it were no big? Are we sure we're talking about the same thing here?
pop movement infusion after getting ambushed and race to the exit.
Yes, that's what I've had to resort to when trapped by patrols; with movement infusions nerfed, though, they generally won't get you to the exit anymore. And of course, a single misstep, accidentally bumping into a hostile instead of stepping around it, will kick you out of fast mode and drop you into even worse trouble than you started in. [Also of course, this leaves your movement infusion on cooldown, so you can't use it to escape the second
patrol that was piled up behind the first. (Also also of course, having to run away with your proverbial tail between your legs like this pretty much puts paid to the notion that worldmap patrols are in any meaningful sense "trivial" or "manageable".)]
You don't even have the excuse of being debuffed and not being able to exit once you're in the east because you got relentless pursuit from Aeryn.
Relentless Pursuit? The one with the ridiculously long cooldown? The one that won't even remove a detrimental effect if its duration is long enough? I hope you're not depending on that one. And the point, of course, is that you're being spammed with multiple debuffs by multiple hostiles over multiple turns, more than enough to leave you with all your detrimental effect removal on cooldown and still getting pummeled.
Like others have said, use the trees for blocking the line of sight,*facepalm*
We have mentioned the multiple hostiles approaching from multiple angles, yes? With the not particularly impressive tree cover, it's frequently impossible to stay out of line of sight of everything at once.
burn down the ones closest to you quickly.
Oh, is that
The point, again, is that those "ones closest to you" are usually what kills you by ganging up on you. [In fact, y'know what the usual strategy for a situation like this is? The one pretty much any roguelike survival guide worth its salt will recommend? Teleport out,
come back in on a safer angle of approach, and lure the baddies out one at a time — exactly the strategy that the ambush neatly sabotages by making its zone small enough to fit entirely inside your teleportation rune's enforced minimum teleport radius.]
remove negative statuses & heal, regain cooling down abilities,
Again, when are you finding time to rest between the constant onslaught of bogies from all directions?
I would be open to some changes to patrols, to make it more fun and interesting. Maybe a chance to evade them like in Adom, a dexterity or cunning check.
I don't mean to harp on this, but "reliably avoidable" really is the only change that would make patrols "fun and interesting". Worldmap patrols are about the right level of threat for the sort of challenge that you have to actively seek out (in the spirit of That Room™, for instance). For something that can blindside you around a corner? Something that you have to go to exceptional effort to avoid, with the ever-present sword-of-Damocles threat that a single misstep will get you killed? No.