Thread: Sil-Q Review
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Old January 20, 2019, 03:02   #63
Wiwaxia
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Quote:
Originally Posted by Quirk View Post
Thank you. This is really useful feedback. I felt the wards were powerful from my own experimentation, which was more combat oriented, but it was hard to put a finger on it. Knowing that it would be broken at a low price means I do need to go back to my latest sketched redesign and reconsider it, but better that than wreck game balance.

Lorien is stronger than Thresholds at 50' on a Sindar, but gets markedly weaker as enemy will and perception ramp up. This levels off late game so while I usually get Lorien about 500' on a pacifist and it is weakish at 15 song or so there, at 900' with Song in the mid 20s you are basically untouchable.

I think the weakness of Thresholds currently is that you need to survive to the point you can afford it, or go all in early with few other tools. Staying tends to be bought by combat characters at about 800', so such a high cost makes it unattainable until very late game, and I suspect the build you're running needs it to survive. I think maybe dropping it to 6 or 7 would make it a plausible option from the start while being enough of a sacrifice that it forces some dedication to the build?

I'm thinking of dropping Delvings to 2 or 3; does that seem reasonable?
These both sound reasonable to me. There's a melee Thresholds build I'd like to try, and dropping the price a bit should make it easier to get off the ground.
Having Thresholds at 6 or 7 does allow an all-in Delving/Thresholds/Elbereth start, which will be a much smoother start for the build I was trying out, but I don't think that will be a problem.
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