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1 year ago ::
Apr 05, 2012 - 10:41PM
#71
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Date Joined:
Feb 19, 2012
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Plz fix the Wizard class, as in, 4th edition ruined it. Anyone recall Wizards who weren't evokers? Where'd all the alteration spells go? The class has been designed into some sort of first-person-shooter-in-a-table-top-game, 'valkerie is going to die', type nightmare. Anyone recall Dragon magazine articles talking about how little nukage Gandalf or Merlin did (you remember them, the Wizard arch-types). One of my favorite memories is in the Against the Giants, when the Frost Giants were pummeling my party on the ledge with bouldres, only to have my non-evoker wizard turn and use passwall behind us, which allowed the party to escape into the tunnels and win the day. Some wizards enjoyed reshaping the battlefield, vice just being a dps'er. It's the same thing that's ruining the on-line games, when the EQ 'trinity' was a healer/tank/cc'er, and new games use a healer/tank/dps'er. Anyone can do dps, whereas wizardry is about the truly awe-inspiring use of magic. It's the creative use of a variety of magic that made the table top fun, not the howitzer. If I want to play a howizter, why not play WoW and forget DnD altogether. Truly, I've been playing since 1st edition, and the new mage is simply boring, and the magic items are so boring that I don't even want them. Sorry. but 4th might be a nice upgrade for tanks, but it's pathetic for mages.
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1 year ago ::
Apr 08, 2012 - 9:58AM
#72
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Date Joined:
Feb 10, 2009
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Plz fix the Wizard class, as in, 4th edition ruined it. Anyone recall Wizards who weren't evokers? Where'd all the alteration spells go? The class has been designed into some sort of first-person-shooter-in-a-table-top-game, 'valkerie is going to die', type nightmare. Anyone recall Dragon magazine articles talking about how little nukage Gandalf or Merlin did (you remember them, the Wizard arch-types). One of my favorite memories is in the Against the Giants, when the Frost Giants were pummeling my party on the ledge with bouldres, only to have my non-evoker wizard turn and use passwall behind us, which allowed the party to escape into the tunnels and win the day. Some wizards enjoyed reshaping the battlefield, vice just being a dps'er. It's the same thing that's ruining the on-line games, when the EQ 'trinity' was a healer/tank/cc'er, and new games use a healer/tank/dps'er. Anyone can do dps, whereas wizardry is about the truly awe-inspiring use of magic. It's the creative use of a variety of magic that made the table top fun, not the howitzer. If I want to play a howizter, why not play WoW and forget DnD altogether. Truly, I've been playing since 1st edition, and the new mage is simply boring, and the magic items are so boring that I don't even want them. Sorry. but 4th might be a nice upgrade for tanks, but it's pathetic for mages.
It is unrealistic to hope that they do this major an overhaul to a class at this point of the edition. Besides, you can use rituals for those things. They were moved out of combat since they could trivialize them, making other classes obsolete.
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1 year ago ::
Apr 09, 2012 - 9:09PM
#73
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The latest errata fixed the zone-bouncing issue. What still remains to be fixed in 4e after that? Maybe we can make a list to help the designers.
I will compile a list of suggestions in this message as they accumulate in the thread.
The list in no particular order. I look forward to crossing over items as they are fixed in future errata:
- Kulkor Arms Master paragon path's level 16 feature is too powerful. FIXED!
- Classes with psionic augmentation allow spamming of augmented low-level at-will powers. There is not enough encouragement to use higher level augmentable at-will powers.
- Con-based shamans and swarm druids have trouble maintaining adequate AC.
- Swarm druid's damage reduction is too low with post-Monster Manual 3 damage values.
- Many artificer powers and class features do not work properly since daily item uses are not restricted anymore.
- Morninglord paragon path's level 16 feature is too powerful when party concentrates on dealing radiant damage.
- Charging, multi-attacks, and non-standard action attacks dominate damage dealing too much, rendering other striker builds ineffective in comparison.
- Minions need some kind of defense against auto-damage effects (saving throw perhaps?).
- Battleminds and swordmages need a class feature that allows effective melee basic attacks.
- Runepriest at-will powers should improve at epic tier as in other AEDU classes.
- Belt of Sonnlinor Righteousness allows unkillable revenants.
- Warlock's Hellish Rebuke power's extra damage should be limited to 1/round, since it can be abused to deal too much damage.
- Battle Cleric's Lore is too powerful as hybrid feature.
- Shaman's spirit companion may be too easily destroyed with post-MM3 damage values. Has it been intentionally left unupgraded?
- Cleric's Moment of Glory power is too powerful (too high DR at heroic).
- Cloak of Courage is too powerful pre-combat buff.
- Many cleric utility powers should be made minor actions instead of standard actions. They are not taken because of the action cost.
- The attack bonus of many powers that don't rely on enhancement bonus from weapon or implement doesn't scale properly (dragonborn's breath for instance).
- Lightning Fury paragon path's level 16 feature needs the 1/turn treatment. Wizard's Storm Pillar power also.
Minions as of DMG3 and Monster Vault have the "Hearty Minion" trait available that allows minions to gain a saving throw when they would be reduced to 0 hit points.
Moment of Glory DR is mitigated by MM3 damage expressions.
Cloak of Courage should be changed to "Each bloodied ally in the burst" for the target line. That would make it more viable if you read the flavor text.
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