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Switch to Forum Live View What still needs fixing?
1 year ago  ::  Feb 09, 2012 - 6:00PM #61
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,676

Feb 3, 2012 -- 10:12PM, Kelvor_Ravenstar wrote:

I'd like a few fill out powers so that some builds have more than one power to pick from at each level. I.E. a second Bard At-Will ranged weapon power to accompany Jinx Shot. 



Rythmic repetition, If your first attack hits you set um up a temporaral disturbance and can make a second attack against the same target... This can be with a melee or ranged attack  - History repeats itself... so do I. Afterwards you grant combat advantage while readjusting to the time flow.

Guess thats um striker style.

Perhaps the second shot is just an echo doing extra ummm CON or Int worth of damage. automatically. 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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1 year ago  ::  Feb 11, 2012 - 2:37PM #62
Hippolyte
Date Joined: May 10, 2009
Posts: 828

Jan 28, 2012 -- 12:04AM, Tectorman wrote:

If you're playing a Strength-using, weapon-using class, nothing.  If you're playing anything else, then your race gives you racial features that you're not using.

Minotaur Wizards, for example, are not likely to be doing much charging or have a good Strength score (and roughly a 50/50 chance of having any decent physical ability score).  Therefore, their bonus to AC when charging?  Useless.  Their capacity to get in one last MBA before dropping at 0 hp?  Useless.  Their racial charging power?  Useless.




From a min-max point of view, the Minotaur's racial features are useless for non-melee classes, and I fully admit to min-maxing oftentimes.

I think however that the Minotaur's racial fetaures are meant to recreate the feel of a Minotaur, so that no matter what class you play, you still have that Minotaur feel. So that even the High Priestess of Minotauria might charge at you in a crazed rage with her sacrificial dagger when all is lost and her minons all slain. So that even the aged Minotaur Sage in his tower can still make an awesome physical display when the occasion arises.

After all, if you want to min-max, do not build a Minotaur Wizard. If you just want to roleplay a cool concept, then why worry about a racial feature? Go with the flow and work with it.

Member of Grognards for 4th Edition
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1 year ago  ::  Mar 04, 2012 - 8:23PM #63
GreyICE
Date Joined: Nov 17, 2011
Posts: 731
Then they should fix the Minotaur accuracy issues with the damn gore.

The way it scales, it becomes nigh worthless fairly quickly due to scaling.  It needs to get +1/2/3 per tier to hit, at a minimum.
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1 year ago  ::  Mar 04, 2012 - 11:27PM #64
Duskweaver
Date Joined: Jun 9, 2008
Posts: 3,633

Feb 11, 2012 -- 2:37PM, Hippolyte wrote:

I think however that the Minotaur's racial fetaures are meant to recreate the feel of a Minotaur, so that no matter what class you play, you still have that Minotaur feel. So that even the High Priestess of Minotauria might charge at you in a crazed rage with her sacrificial dagger when all is lost and her minons all slain. So that even the aged Minotaur Sage in his tower can still make an awesome physical display when the occasion arises.



Except none of that actually works, because neither of those characters will be Str/Con/Dex primary or have a MBA worth a damn.

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1 year ago  ::  Mar 08, 2012 - 2:24PM #65
Hippolyte
Date Joined: May 10, 2009
Posts: 828

Mar 4, 2012 -- 11:27PM, Duskweaver wrote:

Feb 11, 2012 -- 2:37PM, Hippolyte wrote:

I think however that the Minotaur's racial fetaures are meant to recreate the feel of a Minotaur, so that no matter what class you play, you still have that Minotaur feel. So that even the High Priestess of Minotauria might charge at you in a crazed rage with her sacrificial dagger when all is lost and her minons all slain. So that even the aged Minotaur Sage in his tower can still make an awesome physical display when the occasion arises.



Except none of that actually works, because neither of those characters will be Str/Con/Dex primary or have a MBA worth a damn.




It works from a roleplaying perspective, not from a min-max perspective. I ahve seen plenty of players pick suboptimal powers, feats and tactics because it fits their idea of what their character should do.

I myself almost never do that. But because I do tend to optimize, I never would think of making a Minotaur Wizard, and thus I never complain about its racial powers or feats. Now if Eladrin sucked as Wizards, then I would complain. 

Member of Grognards for 4th Edition
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1 year ago  ::  Mar 09, 2012 - 11:55PM #66
Duskweaver
Date Joined: Jun 9, 2008
Posts: 3,633

Mar 8, 2012 -- 2:24PM, Hippolyte wrote:

It works from a roleplaying perspective, not from a min-max perspective.



It doesn't work from a mechanical/rules perspective, which is the only perspective that matters when we are assessing the design merits of mechanical/rules elements. The minotaur racial mechanics do not actually work for the purpose you are claiming they were designed. Therefore they are a failure. A mechanical option that just plain doesn't work does nothing for 'roleplay' or 'flavour'.

I ahve seen plenty of players pick suboptimal powers, feats and tactics because it fits their idea of what their character should do.



And those players should not be punished with crappy characters that can't actually live up to "their idea of what their character should do" just because some of the WotC design team couldn't design their way out of a wet paper bag.

If minotaur racial flavour dictates that the minotaur invoker should be berzerker-charging the enemy in a bind rage when her allies are down, then the rules should support her actually doing that with a reasonable degree of success. Right now, the rules are effectively saying to her player: "Don't do what your character would 'realistically' do, because it will just result in a TPK and your friends will hate you for getting their characters killed because of 'roleplay'. Just keep spamming Hand of Radiance and hope your allies can make their death saves."

If mechanics are supposed to represent or support 'flavour', then the most 'flavourful' thing to do should also be a reasonable choice tactically, not a non-choice that will get your character killed for no purpose.

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1 year ago  ::  Mar 14, 2012 - 7:53AM #67
GreyICE
Date Joined: Nov 17, 2011
Posts: 731
I just remembered one that's a really easy fix:

Staff Expertise - Currently offers too high of a ROI for an Expertise feat.  It totally negates any chance you'll take an opportunity attack for casting in close range.  Since that's one of the balancing factors for ranged characters, and a good reason for them to take melee and close attacks, an entire category of powers has been made worthless by this feat.

Just change it so it gives +2 or +3 to all defenses against OAs triggered by using Ranged/Burst attacks in melee.   It would hardly make orbs the new hotness, just mean there was a reason for taking a non-staff again.  
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1 year ago  ::  Mar 20, 2012 - 6:18AM #68
Vestras
Date Joined: Feb 24, 2011
Posts: 347
Fixes needed:

A 4e Character sheet with a proper space for themes (as they have become rather important of late)
"Math Fix" miscellanea (Vitalness Expertise feats and improved defenses into the game by default?)
Still a need for more variety in the Implement/Weapon expertise options. 
Misc. Powers and Feats, but that is outside my purview.
Shade and Vryloka: Remove their demerits to restore the stated 4e design paradigm. 
Shifters: They are still underwhelming/underpowered. Would benefit greatly from a retooling to be closer to Hengeyokai or Genasi's design philosophy. 
Monster Races: While the Dungeoneer's guide gives us 3, may as well update the rest, and make them VIABLE not just add a flex stat, but really look them over. 

Class specific:
Binder: Just bake Orb of Imposition's effects into the class and make the effect count as a Warlock's Curse
Seeker: Needs Military Thrown by default (Two sentences in an errata article is all it takes), and more support in general (Seriously, 1 good article could salvage them)
Bladesinger: Errata to remove the Encounter-as-Daily tomfoolery and give them straight wizard daily's and 1/2 their issues would be solved. 
Witch/Sha'ir: Not sure what, but they didn't get enough upfront to make them good picks vs the arcanist or mage.
Hybrid and MC rules for the remainder of the post PHB3 classes.  
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1 year ago  ::  Mar 20, 2012 - 11:29AM #69
Vestras
Date Joined: Feb 24, 2011
Posts: 347
Completely forgot:

Sentinel: Fall and Winter Builds
Protector: Swarm and Wrath build options
Essentials Paladins: Virtues/Vices for both builds in general (would be nice butnot vital)
 
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1 year ago  ::  Mar 30, 2012 - 5:53PM #70
excalainen
Date Joined: Feb 10, 2009
Posts: 1,032
Kulkor Arms Master was fixed! Thanks, WotC!
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