I'm on DL 11 now in GR, and with 100 and 65 , it was hard for things to kill me, but at least my HP would occasionally drop and I'd have to be a little careful. But now that I have the +12 and occasional minor regen from the Diggle God of Fertility...i'm basically invincible. I heal 35 hp when I eat corpses and about as much every time I hit monsters. I'm basically unstoppable and can just march right into mobs and watch them plop dead in five turns. I didn't think I'd ever say this, but it may be time to nerf Vampirism a bit.
I think it's more to do with the insane stats that the diggle dogs(gods) give the player. vampirism has it so tough early game imo
Vampirism with Master of Arms is strong enough to get you through the first 5 floors. Then whatever other skills you have can take over. It might be the items from the later floors being a bit too powerful also.
How much of that is actually the vampirism and not the god of fertility blessing just being ridiculous? I could see the same thing happening with Death and Necronomiconomics, really.
It's Vampirism, because it now scales to . The blessing does give a 33% chance for minor regen (1hp regen for 10 turns), but that's almost nothing.
Vampirism in general is pretty strong paired with any health regen booster. Demonology (circle), Werediggle, Master of Arms, Shield Bearer, etc. I finished a game not long ago with Master of Arms/Shield Bearer maxed out supporting Vampirism, and likewise felt unkillable *except* via elites that vampirism doesn't work on.
Meh, a high dodge build is just a defensive. Even a 100 block with alchemy build can handle everything the game can throw at you.
Well, I'd argue 100 block won't handle Digula. I've been crit through a block with Fiscal Hedge up for 100+ by him. Maybe if you have Battle Geology to ensure he never crits/counters, sure.
Well, with Digula it's easier to do it if you have Piracy and Magical Law - just swashbuckle him to death.
Exactly. Counter/dodge capped is the way to handle Digula, IMO (and you just stated the easiest way to get there).
Using the Diggle God of Fertility, instead of other gods, with vampirism lets you kill basically every kind of mob, since there is at least one of animals/vegetables/demons/others (not if counting mods). But think about what vampirism+fertility blessing can do against Dredmor. It's good that there are abilities which are good at the start of the game, others better in late game and some others being just specifically for some kind of monsters. And the ones for the final boss, too.
I don't know, my experience has always been that the game gets easier as it progresses, until you hit dredmor himself. I mean by like floor 11 or 12 a melee can achieve 100% counter, or those ck get all their blast resist gear, or a Egyptian mage can have inexhaustible amount of mana for teleport + AOE. God bonus, as powerful as futility and digging are (can't say the same about the rest), are not the reason why the game gotten easy. It is because your build is mostly completed. You have your offense, defense, and mobility all set up. So I don't think vampirism + fertility is a problem here. You might not even hit a fertility early on. In fact my last run spawned at level 14. But I stop having problems with mobs far earlier than that. As for Necro x Death, that's actually a really bad idea. Necro resist are like dumb easy to get nowadays. Actually ever since necro skill itself give 3 resist back at 1.06 necro stop having problems getting all the resist he needs. So the resist from death don't really help, but the nerf hurts hard. No I don't care for the life or mana regen, but killing 2 line of sight make rift far less effective. Plus if you pump magic power those black poison that triggers on hit will still damage you.... I ended up switching to digging on my necro build.