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2 years ago ::
Aug 31, 2011 - 1:17PM
#1
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Date Joined:
Feb 10, 2009
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Did the new errata nerf any builds?
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2 years ago ::
Aug 31, 2011 - 1:23PM
#2
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Date Joined:
Mar 18, 2010
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Not really for the ardent or battlemind. Mostly language clarification or fixing stupid omissions. Auto-damage effects have been capped at once per turn, but I don't think that anybody will notice. The biggest thing I notice is that Lodestone Lure now requires the full pull, which shuts down some of its more blatant abuses as a pseudo-immobilizer.
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2 years ago ::
Aug 31, 2011 - 1:23PM
#3
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Another day, another three or four entries to my Ignore List.
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2 years ago ::
Aug 31, 2011 - 1:57PM
#4
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Monolithic Vision
Blackstone Guardian Paragon Path feature, page
49:
Change “pull the target” to “slide the target”.
Finally.
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2 years ago ::
Aug 31, 2011 - 3:42PM
#5
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Date Joined:
Jun 24, 2008
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Is it just me or did they break Lodestone Lure in a different way? Melee 2 Hit: Constitution modifier damage, and you must pull the target 1 square. Until the end of your next turn, the target can move only to squares that are adjacent to you. Augment 1Range: Melee 5 Hit: As above, but you must pull the target 4 squares. Augment 2Range: Melee 5 Hit: 1[W] + Constitution modifier damage, and you must pull the target 4 squares and knock it prone. Until the end of your next turn, the target can move only to squares that are adjacent to you. If "you must pull the target x squares" means that you can't pull less than x squares, the power becomes inoperable if the target is fewer than 2/5 squares away. If the target is adjacent to you, you can't pull it 1 or 4 squares; likewise, if it's 3 squares away, you can't pull it 4. Herp derp.
[20:53] [SadisticFish] yeah  Llamas convinced me
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2 years ago ::
Aug 31, 2011 - 3:53PM
#6
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Date Joined:
Oct 28, 2010
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My absolute favourite Ardent daily has been nerfed, but it was probably a necessary one - Invitation to Defeat had some fairly ludicrous interactions, particularly with Punishing Eye, allowing a non-damage attack to trigger not one, but two hits of extra damage, and boosting Twin Strike and other multi-attacks to insane levels, since it triggers on taking damage, and Punishing Eye deals separate damage from the attacks which trigger it.
Yes, this came up in my game once. Yes, it was awesome. Yes, it was also HELLISH confusing in play, so having it toned down to once per turn isn't a huge issue. Invitation to Defeat is still a very nice power. The rest, I couldn't really care less about.
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2 years ago ::
Aug 31, 2011 - 6:22PM
#7
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The reason Invitation to Defeat got toned down was because the previous version did infinite damage.
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2 years ago ::
Sep 01, 2011 - 12:52AM
#8
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Date Joined:
Oct 28, 2010
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Actually, yeah, I suppose it did, I hadn't thought of it stacking with itself.
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2 years ago ::
Sep 01, 2011 - 12:57AM
#9
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Date Joined:
Aug 22, 2007
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While I'm glad they fixed the obvious gaping loophole here, Lodestone Lure is still one of the best defender powers around, to a degree I find overpowered.
I'm not sure R&D understands how powerful the movement denial of this power is. Given the expansive definition of "move" in the RC (any means of entering another square, voluntary or not), there is literally no way that the creature can move to a square not adjacent to the battlemind, not even by teleporting or through forced movement.
That's significantly better than slow, immobilization or even being restrained, and this is an at-will effect that the battlemind can maintain all encounter, so long as he's hitting (and as it's a weapon attack vs. Will, there's a good chance of that).
I wouldn't have minded if they had been a bit more aggressive with the errata--limiting the effect to "move willingly" would have been a good step, as well as having the effect last only as long as the battlemind is adjacent.
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2 years ago ::
Sep 01, 2011 - 1:13AM
#10
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A better way to deal with Invitation to Defeat's problem --as well as numerous other problems-- would simply be to make a rule that single-state recursion is illegal. However, then you have to explain what "single-state recursion" means.
Put in plainer but wordier English, the game needs a general a rule that when an effect or power is triggered it cannot then trigger itself again. That would fix the Beguiling Torment into Beguiling Torment problem, recursive critical hits, the "you take damage whenever you take damage" powers, and so on all in one fell swoop, without requiring we rewrite them all individually, as well as stop any future instances.
Also, they didn't fix Lodestone Lure at all. The problem wasn't "may pull" vs. "must pull" it was "move to" vs. "end movement in". Lodestone Lure prevents an enemy who is not currently adjacent, 1 square away from you, or capable of teleportation from moving in any way whatsoever.
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