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5 years ago ::
Jul 24, 2008 - 3:59AM
#191
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Date Joined:
Jun 29, 2008
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I would not aply the restances to continuing damage and restance 3 really only makes a big differance a lower levels, at higher levels the enemy damage increases but the restances stay the same. Also the 3 resist is about the same as the DR/2 from Adamamtite body plate. Mostly it gives a feeling of invunrability with out giving any immunities to anything.
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5 years ago ::
Jul 24, 2008 - 7:41AM
#192
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Date Joined:
Apr 14, 2004
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I would not aply the restances to continuing damage and restance 3 really only makes a big differance a lower levels, at higher levels the enemy damage increases but the restances stay the same. Also the 3 resist is about the same as the DR/2 from Adamamtite body plate. Mostly it gives a feeling of invunrability with out giving any immunities to anything. 3 resist means that the warforged pretty much just walks through low level minions all by themselves with no fear of getting hurt (only 1 damage maybe). So you have to add more (or make them higher level) to make a threat to the warforged, except that the rest of the party takes FULL damage. Any remotely smart minions will avoid the warforged all together (why attack the guy that's immune to your attacks) and just gang up on everyone else. Just seems like a BAD idea to me. You do know 4e tries to balance out every race and class so no one character steals the show right?
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5 years ago ::
Jul 24, 2008 - 9:13AM
#193
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Date Joined:
Oct 11, 2007
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I would not aply the restances to continuing damage and restance 3 really only makes a big differance a lower levels. First, I think the idea of giving them "Resist All" but then saying that it doesn't apply to continuing damage is just odd. So I'm OK with poison the round it hits me, but then I start taking full poison damage on subsequent rounds? It's creating a new form of resist - "First turn only" resist - and that seems needlessly complicated.
Second, I disagree with the idea that it becomes irrelevant at higher levels - and minions are the key reason. At low levels you're all but immune to minions; even in the teens, you're cutting their damage down by half. Minions are intended to play a role in combat; one of the main purposes of a controller is the ability to handle minions, using AoE attacks. Note that there is no "Invulnerability" armor, nor Adamantine armor in 4E; the only way to get Resist All is through daily powers of magic items like the cloak of resistance, and that defense lasts for a single round.
Third, assuming that I DID agree that it becomes irrelevant at high levels, then it's terrible design to give it to them. With the warforged as is, one of the chief complaints is that they are incredibly good at levels 1-4, and then when your dwarf fighter gets a suit of Adamantine plate, the warforged loses a lot of its cool factor. Resist 3 will clearly be extremely powerful at low levels, because it makes you virtually immune to minions. If you believe that it won't be useful at high levels, you're continuing this trend of overpowering them to start and having them become meh further on. Meanwhile, an ability like Elven Accuracy or Fey Step is entirely level independent. It's ALWAYS going to be useful to teleport, to reroll an attack, or to breathe fire. If you think that the ability will be powerful at low levels and useless at high levels, that's a problem with the basic design.
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5 years ago ::
Jul 24, 2008 - 6:24PM
#194
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Date Joined:
Jun 29, 2008
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Ok, perhaps not a good idea. I'll just leave game disign to the pros.
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