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Switch to Forum Live View How are sorcs underpowered?
2 years ago  ::  Jan 03, 2011 - 11:07AM #561
TheyCallMeTomuReborn
Date Joined: Mar 5, 2009
Posts: 2,727

Jan 3, 2011 -- 10:59AM, Marcotic wrote:

Yeah, I think that the sorcerer should have been a arcane/elemental controller instead of a striker, just because, according to their own guidelines AoE/ multitarget is a controlers domain.

In any case, I'm not too hung up on in. at the end of the day the sorc will do as the sorc will do, and although I'd like the developers to stick within their roles more its also refreshing to see those roles evolve.


I liked that the new archery ranger was a controller not a striker. It feels like they're moving away from ranged strikers. One of the built-in weaknesses of strikers is supposed to be less defense, but that's less relevant if you don't have to be in the thick of it.

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2 years ago  ::  Jan 03, 2011 - 11:25AM #562
Istaran
Date Joined: Sep 21, 2006
Posts: 3,265

Jan 3, 2011 -- 6:38AM, TheyCallMeTomuReborn wrote:

It's not that it's a bad idea-it's that it's redundant.

The fact that the Wizard can be a functional class by using nothing but multi-target damage powers means that the concept of a character that deals damage to multiple targets is a controller concept. If the sorcerer does more damage to the same number of targets, he's just a more powerful controller. If he does more damage to less targets, then he's basically just a single target striker with some multi-target riders, or a limited use controller.

I like the idea of sorcerers as multi-target direct damage. I don't like the idea of using multi-target direct damage when controllers exist. Either get rid of the controller role, or get rid of the multi-target striker role.




multi-target damage is on the weak end of the control scale as far as controlling go (it punishes enemies for what might otherwise be optimal positioning).
On the striker scale the value is less than dealing the same total damage to a single target, but you get more total damage out of it and it is sometimes more and sometimes less valuable.

Until essentials came out, there was no class in 4e that wasn't designed to blend two roles, usually blending a fixed primary role with a choice of two secondary roles. Sorc is a Striker/Controller picking up primarily on AOE damage whereas Warlock is a Striker/Controller that picks up primarily control effects (debuffs, action prevention), and a damage focused Wizard is a Controller/Striker that can potentially rival sorcerers if they dump enough of their control aspect.

I will say, though, that we've come a long way. I remember the endless threads (longer than this by far!) about how unforgiveably weak Wizards were.

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2 years ago  ::  Jan 03, 2011 - 12:13PM #563
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,560

Jan 3, 2011 -- 11:25AM, Istaran wrote:

I will say, though, that we've come a long way. I remember the endless threads (longer than this by far!) about how unforgiveably weak Wizards were.




True.

So, is the consensus, the Wizard class is 'balanced' now?

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2 years ago  ::  Jan 03, 2011 - 12:22PM #564
erachima
Date Joined: Sep 4, 2010
Posts: 7,679
-ish. The whining was rather hyperbolic due to how scaled down they were vs. previous incarnations.

The real issue with the Wizard was (and to an extent still is) that its value as a class is nearly all in its powers, and that's rather common among controllers due to the writers seemingly having a terrible time coming up with actual controller class features.
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2 years ago  ::  Jan 03, 2011 - 12:41PM #565
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,560
That sounds about right.



In my opinion, the biggest problem with the concept of 'roles' is:

Striker, also controller: two of them are defined by attack powers (attack type and damage).
Leader, also defender: two of them are defined by utility powers (heal, buff/debuff, and mobilize/sticky).

Ideally, every class build should have a kind of attack role as well as a kind of utility role.



Attack Roles
Striker (Melee), near single-target damage.
Shooter (Ranged), distant single-target damage.
Blaster (Close), near mult-target damage.
Artillery (Area), distant multi-target damage.

Utility Roles
Healer: Healing damage, Warding defenses and saving throws
Hexer: Ongoing damage, reducing defenses, and penalizing saving throws.

Buffer: Granting extra standard actions, Buffing attack accuracy and damage amount.
Debuffer: Stunning, reducing attack accuracy, weakening damage.

Mobilizer (Marshal): Granting extra move actions, fly, teleport or other special movement, bypassing terrain, stealth.
Demobilizer (Stickier): Dazing, immobilizing, creating terrain, exposing stealth.
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2 years ago  ::  Jan 03, 2011 - 2:20PM #566
Istaran
Date Joined: Sep 21, 2006
Posts: 3,265

Jan 3, 2011 -- 12:22PM, erachima wrote:

-ish. The whining was rather hyperbolic due to how scaled down they were vs. previous incarnations.

The real issue with the Wizard was (and to an extent still is) that its value as a class is nearly all in its powers, and that's rather common among controllers due to the writers seemingly having a terrible time coming up with actual controller class features.




Aside from the hardcore stuff like Stun, control typically has to be done in the form of situational things, like prone, daze, and immobilize, whose effectiveness draws in part from having a variety of effects available. If you're going to have a variety of effects available, the natural place for that is in power selection.
Even Hunter has all their control sitting there in their pre-defined at-will collection.


Another part of it is that hard control like stun needs to be limited in how spammable it is. This is where Dishearten earns so much ire, because in epic it reaches levels that are the functional equivalent of "the target misses every attack it makes", yet can be spammed non-stop. So maybe a controller could get a control effect as a class feature at will if it's a weak enough control effect or on an encounter basis for something stronger, but control really thrives on having a good mix of situational powerful effects, as well as maybe some more universally useful effects.


Incidently I think Tome of Readiness is a really solid controller class feature, explicitly because it allows you to access a greater variety of powers with conditional effectiveness to chose the one most relevant to the moment you are actually in. Spellbook was a weak feature before they added things like Mnemonic Staff and Improved Tome of Readiness and the Refocus utility to give mid-encounter access to your backup spells. Now it can serve a role similar to Tome of Readiness.
Shaman has its spirit, which gives a lesser degree of zone-control including potentially blocking out a square entirely, helping you shape the battlefield to your advantage. I'll confess I'm not too familiar with Invoker, and Seeker's class features don't especially say 'controller' to me.

To be fair though, Ranger's strikerness comes almost entirely from Twin Strike and other powers that give them large numbers of attacks per round. Quarry is helpful at low heroic but becomes an afterthought as you go along, ever more so at high levels as more and more stacking bonuses apply to your multiple attacks. Warlocks get a small bump from curse as well, but get much of their damage output from attack powers, such as at-wills with secondary damage rolls and encounters that add int to damage. Clerics have healing word, sure, but they can get far more healing out of powers, including attack powers, or alternatively can bust out a ton of power bonuses for the party, or some nasty debuffs. Warlords are pretty much defined by their powers, especially at the table. So there's classes all over the spectrum that are defined mostly by their powers, even if they do have relevant class features.

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2 years ago  ::  Jan 05, 2011 - 11:39PM #567
ShakaUVM
Date Joined: Feb 3, 2003
Posts: 3,825

Jan 3, 2011 -- 6:38AM, TheyCallMeTomuReborn wrote:

It's not that it's a bad idea-it's that it's redundant


If you have one class that can do 100% control and 100% AOE striking at the same time, that's an overpowered class. Much better to have one class that is 80% AOE Striking, 20% Controller, and one that is 80% Controller 20% AOE Striking.

In other words: think about what Visions of Avarice or the pre-errata Grasp of the Grave would be like if they had a Sorcerer-ish 1d6+Stat damage bonus autodamage on top of their already overpowering zone effects.

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2 years ago  ::  Jan 05, 2011 - 11:47PM #568
erachima
Date Joined: Sep 4, 2010
Posts: 7,679
AOE Striking is not a thing.

Also, I would like to remind you that there IS a class that gets awesome zone effects and +STAT to damage. It's called the Hexblade. (And that's pretty much its one redeeming feature.)
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2 years ago  ::  Jan 06, 2011 - 6:05AM #569
raleel
Date Joined: Aug 19, 2007
Posts: 848
just based on that, it reinforces my belief that the sorcerer is not going to be essentialed in the future. The role that they have is getting increasingly small, IMO.
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2 years ago  ::  Jan 06, 2011 - 7:44AM #570
Scipio
Date Joined: Jul 28, 2002
Posts: 1,663

Jan 5, 2011 -- 11:47PM, erachima wrote:

AOE Striking is not a thing.



Oh god, let's please not start that whole thing over again...

Yes, the latest book/release that you don't like is a blatant attempt by Wizards of the Coast to make money off the fanbase.  They all are.  That's kinda the point of the Free Enterprise system, companies are in it to make money...

Spoiler: Show

Jan 10, 2011 -- 8:52AM, blazian wrote:

You can't! I tried... and the next night masked men came into my house and beat me until I burned up my ranger character sheet and rolled a scout. They told me... if I ever thought of making a non-essential character that they would kill mitsy..... OH GOD THEY ARE COMING BACK AND ARE FORCING ME TO BUY HEROES OF SHADOWS! SOMEONE STOP THEM PLEASE!


Jan 13, 2011 -- 10:11PM, Foxface wrote:


Your DM is your friend.  He's not trying to screw with you, or dick you around.  Play your character how your character would act.  Accept that your character won't always be able to do what he's best at, but also know that as a goddamn HERO, he's gonna try to do his best at what he can do.

Roleplay your goddamn character, make the decisions he would make, and roll appropriately.  Everything will be fine.


Feb 2, 2011 -- 11:51AM, WotC_Trevor wrote:


But filling a post with vitriol, hate-filled comments, like "these people should be fired", swearing at us or other ambiguous members of the company - there really is no reason for that. Please share your feedback respectfully, and consider how you would share your ideas if this were a face to face conversation between real people, not faceless names on a screen.



If you see me posting in a thread about editions or Essentials (that isn't simply a rules thread or similar) remind me that I'm trying to stay away from them.  (My blood pressure will thank us both.)
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