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Thread: Balance in version 3.3.3, what do you think?

  1. #11
    Join Date
    Jan 2011
    Location
    Poland
    Posts
    1,757

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    I feel like all monsters hit somewhat harder in the 3.3.3 version. I switched to it from 3.1.0 so I'm not sure if I missed something.
    On the other hand, some balance things may potentially make the game easier.
    For one, in the past ~3 games, I've had more water than I needed and I use these potions liberally.
    It used to be a scarcer good and the balance was right but now it feels like I can easily bless anything and everything since water is abundant.
    This probably has something to do with the guaranteed shop with an altar right next to it. I've seen the store restock 5-6 times, with 5-6 potions of water restocking each time.
    "Hell is empty and all the devils are here."

  2. #12

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    Monsters hit harder and use their special abilities a LOT more. For example, ratling duelists and master swordsmen ALWAYS seem to disarm even if one has 8-9 ranks of weapon skill. Monsters go berserk far more frequently, sometimes it seems on an entirely random basis which has nothing to do with hit point levels (e.g. the ogres in OC). The SMC and DH are now insanely dangerous, and UD mixed vaults are a nightmare. Equipment gets destroyed far more easily. The increased availability of water is only a slight mitigation. I think this is one of the deadliest versions of ADOM and I've been playing for years.

  3. #13

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    Hi,

    compared to 1.1.1, which I played since ~2003 with many ultra/ordinary CG/gateclosing endings (first ones with scumming, then many without) I can say 3.3.3 is much easier.

    Reason: no uberjackal effects anymore, improved talents and artifacts, random dungeons to loot for items and experience, wishable anti-background-corruption bracers.

    The uberjackal thing was a pain in the ass. PV is almost worthless late-game in 1.1.1 due to extremely experienced foes (Chaos servants, ugh!) punching through armor all the time. In 3.3.3 I very rarely encountered anything outside molochs/titans which could penetrate 60+ PV.
    "Charged" talent is actually good now, in 1.1.1 every caster had the slow PP regeneration problem unless I scummed piety with Casino gold.
    Getting precrowned is very easy, just explore random dungeons and you're almost guaranteed a high DL altar.
    Background corruption can be ignored with blessed bracers of purity, either find one, wish for one or polymorph one.

    The one thing I'd like is an ability to "forget" spells, spidercrawling through the keyboard to clear a vault with MM is tiresome unless you cast out Know Alignment, Scare Monster and other utterly useless spells which do nothing but waste space. Marking spells to numpad for specific situations works until you want to cast something else, then you have to ruin your wrists again to hit that '*'.

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