Atarlost wrote:
What bad habits are you blaming on mindcraft?
In particular I'm thinking of Mindwave spamming. Mindwave is very powerful, and also teaches you to wake the whole dungeon and play dangerously. If you look at the early versions of my variant (Neoband), a lot of the bad, overpowered characteristics of the new classes are inherited from T2 Mindcraft.
More generally, I also think Mindcraft removes much of the logistical side of gameplay. It basically has all the utility spells in one place, so you can afford to just ignore all kinds of devices, consumables, etc. IOW, it discourages resourcefulness.
Finally, Mindcraft cost per damage is waaaay lower than anything else. It's still using the spell costs from Pernangband, when everything was cheaper; so at high levels you have totally insane stuff, like Precognition giving full detection and Enlightenment for 1 SP.
(Obviously YMMV, though.)
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Paladin barehand should certainly stay. Weapons are for gods that are not Tulkas.
Right, it does make sense for Tolkien I guess. I was thinking more of the pseudo-Christian Paladin from V.
Yottle wrote:
Here are some things I would do to if I wanted to weaken Mindcrafting.
I'd rather ditch it completely for thematic reasons. Maybe buff the Mind school and give Priests access to that instead.
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The Mindcraft offensive spells are already iffy at high levels. Blowback from corrupted minds makes it dangerous to use Mind Wave and Psychic Drain against groups of high level monsters. Increase this a bit and Mindcraft becomes just a group of utility spells.
Blowback only happens with high-level demons and undead. Groups of dragons, trolls, and whatnot can just be brainbombed into submission.
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The effective time for Adrenaline Channeling and Armor of Fear stack when cast multiple times. So if I cast AC ten times to heal myself the speed boost lasts for a long, long time. This is not true of equivalent school spells like Essence of Speed and Stone Skin.
Huh. I thought Adrenaline lasted a weirdly long time.

Adrenaline has been better since AnonymousHero nerfed it, but the melee bonus is still gigantic. And Character Armor is insta-resist-base, so see again equipment management.
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The directed teleport feature of Minor Displacement is very powerful since it can be used to set up anti-summoning areas. I would turn it into the equivalent of Blink.
Everything involving Mindcraft and teleporting is problematic, really. Major displacement is broken on special levels (doesn't teleport @ but still banishes everyone else). And Telekinesis works kind of like Tidal Wave, except instant.
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In case the above doesn't make sense: part of the deal is, I'd like to tweak T2 to favor
more specialized characters. Make utility scrolls and devices more viable, stuff like that. Mindcraft is problematic there, IMO, because it's all your dungeon needs in one place. Mindcraft at 25 or so makes anyone a jack of all trades.