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11 months ago ::
Aug 14, 2012 - 3:20AM
#1
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Hello,
I just finished to read the second play test package. During our several games with the first package, I have noticed the radiant lance to be extremly powerfull. So I did the maths... Radiant lance : a standard cleric to hit : +5, damage 1d8+4. Magic missile : always hit, damage 1d4+1 VS a creature with an AC of 15 or less the radiant lance is more powerfull. And at low level (my first playtests) the monsters had low AC.
Suggestion : Radiant lance should do 1d8 of damage vs all creature and +4 (or more) vs the one vulnerable to radiant (demon and undead). The cleric would become the undead worst foe and not a goblin slayer...
(I m french so my english is not perfect, sorry)
Xavier
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11 months ago ::
Aug 14, 2012 - 2:28PM
#2
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Date Joined:
Jul 30, 2012
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I wish they'd go back to using +Ability Mod on spells, rather than bonuses of +1, +4, ... They just seem random and arbitrary.
"Utinam barbari spatium proprium tuum invadant!"
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11 months ago ::
Aug 16, 2012 - 12:55AM
#3
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Date Joined:
Aug 26, 2007
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I get the feeling they are not sure what to do with magic missle yet. In the last packet, it was complained that it became to strong. In this packet, it sure seems to be a bit weak. Granted, it can kill weak monsters in one hit, but does not help alot when fighting those monsters with 40-80 HPs. I would like to see an ability to put magic missle in high level slots, and then get higher level missles. So, spend a 3rd levels spell slot to get a magick missle that makes 3 missles, each doing 1d4+1.
As for ability mods as spell bonuses, I am kind of like that they are not tied to spell damge (at least, most of the time). It means clerics don't have to spread their scores so thin, which often meant that to be the best cleric you can be meant dumping your states into wisdom and cha and being a spell based cleric, instead of a holy warhammer weilding crusader for your diety. Same for wizards, if the damage is tied to intelegence then you will allways see 18 in human wizards. but now, well, maybe its worth shuffling some of your points into wisdom to spot danger, or to dex to improve init, since your int mod just sets you save DC and how many spells you get each time you level. I suppose though that it is not a huge deal to me either way.
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11 months ago ::
Aug 16, 2012 - 6:18AM
#4
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I get the feeling they are not sure what to do with magic missle yet. In the last packet, it was complained that it became to strong.
Magic missile was strong because it scaled. You got 2 missiles at level 3, and nothing else went up (except sneak attack).
At level 1, it was fine.
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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11 months ago ::
Aug 16, 2012 - 12:07PM
#5
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Date Joined:
Jun 27, 2011
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I get the feeling they are not sure what to do with magic missle yet. In the last packet, it was complained that it became to strong. In this packet, it sure seems to be a bit weak. Granted, it can kill weak monsters in one hit, but does not help alot when fighting those monsters with 40-80 HPs. I would like to see an ability to put magic missle in high level slots, and then get higher level missles. So, spend a 3rd levels spell slot to get a magick missle that makes 3 missles, each doing 1d4+1.
As for ability mods as spell bonuses, I am kind of like that they are not tied to spell damge (at least, most of the time). It means clerics don't have to spread their scores so thin, which often meant that to be the best cleric you can be meant dumping your states into wisdom and cha and being a spell based cleric, instead of a holy warhammer weilding crusader for your diety. Same for wizards, if the damage is tied to intelegence then you will allways see 18 in human wizards. but now, well, maybe its worth shuffling some of your points into wisdom to spot danger, or to dex to improve init, since your int mod just sets you save DC and how many spells you get each time you level. I suppose though that it is not a huge deal to me either way.
So would you be okay with, say...
"When you cast this spell, you may use a spell slot of up to 4th level. If you do, this spell creates a number of additional missiles equal to the spell slot used."
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