

Oh that’s alright, I figured it’ll be hard to balance dart SoUs and I guess crossbow’s the way to upgrade darts. I’d love for buffs to the tipped effects though!
I think the balance for earthroot + paralytic dart is a very good example. I find myself using both the seed’s armor effect and the 2x paralysis equally, depending on situation. (but unfortunately on FIMA I only use the latter, I think this challenge removes too much gameplay options like warrior armor seal, earth wand, close-ranged abilities etc)
But for something like stormvine vs 2x shocking dart, the latter’s damage is way too low and they don’t have debuffs or fun effects. In this case, I always feel it’s better to use stormvine for either chasm kills or alch energy + potion. Same goes for swift seed’s timefreeze, it’s a much more powerful effect compared to adrenaline x2. For icecap, it’s often better to use them as energy, cheap frost AoE, or on eternal fire rooms, compared to the 2x single-target chill that doesn’t last as long. And mageroyal seed’s valuable to save for cleansing potion food, etc. I personally think the costs aren’t worth it for the tipped darts I mentioned, and the extra gold cost can often be used for better things
I think I agree, infinite bow shots are still powerful and can kill piranhas etc easier compared to throwns that need to be picked up after use (often wasting turns in dungeons). The only way for throwns to powercreep bow is if each thrown stack is like 15+ pieces. I think 6-10 per stack is enough?
However, I also agree with others that telekinesis is too expensive. The energy costs are high and it could’ve been used for powerful scrolls and potions. When thrown weapons scatter, like force cube dropping everywhere as I need to target multiple foes, we’d need telekinesis to target multiple tiles and rooms and the “thrown weapon build” becomes too expensive to be worth it. I think telekinesis needs to be cheaper to allow thrown SoUs to shine. The only other use for telekinesis is grabbing the 4 chasm keys, but we still need float and that hidden room is rarely worth it.
The only mild success I had with thrown builds is probably boomerangs as they return to you without telekinesis. I think there’s another big problem with thrown + telekinesis, I’d waste turns in combat picking up weapons with tele. If telekinesis usage is instant, then other thrown weapons could come close to boomerang’s turn economy/dps. Wands and other weapons also don’t have this slowness problem, which is why it’s never enticing to upgrade thrown weapons.