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7 months ago ::
Nov 09, 2012 - 12:56PM
#1
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- VCL Emeritus
- The Inquisitor
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Did you miss today's Google+ Hangout? Don't worry, its archived and you can watch it here or on YouTube.
Quentin Small WotC Online Community Coordinator All around helpful simian
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7 months ago ::
Nov 09, 2012 - 1:21PM
#2
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Date Joined:
Jun 22, 2007
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Hope everyone enjoys this and sees a little bit of their own D&D Next discussions in there. We tried to get in a lot of the popular discussion topics going on out here lately, but we just ran out of time. Hopefully we can address some of the other stuff like more info on the other classes, 5MWD, the higher level legacy system ideas and all the other stuff we see people are discussing. Enjoy, and let me know what you thought of the hangout!
Trevor Kidd Community Manager
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7 months ago ::
Nov 09, 2012 - 1:47PM
#3
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Hope everyone enjoys this and sees a little bit of their own D&D Next discussions in there. We tried to get in a lot of the popular discussion topics going on out here lately, but we just ran out of time. Hopefully we can address some of the other stuff like more info on the other classes, 5MWD, the higher level legacy system ideas and all the other stuff we see people are discussing. Enjoy, and let me know what you thought of the hangout!
You hit all the high points that i noticed.
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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7 months ago ::
Nov 09, 2012 - 1:57PM
#4
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Date Joined:
Nov 30, 2010
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i facepalm when they discussed the warlord...they just don't get it...
A CLASS should NEVER be a identity, is a set of abilities that your character can do. And once again, they are stuck and held back by older edition paradigms...
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7 months ago ::
Nov 09, 2012 - 2:01PM
#5
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Date Joined:
Aug 23, 2007
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i facepalm when they discussed the warlord...they just don't get it...
A CLASS should NEVER be a identity, is a set of abilities that your character can do.
Opininon. My opinion says differently.
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7 months ago ::
Nov 09, 2012 - 2:06PM
#6
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Date Joined:
Jun 22, 2007
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i facepalm when they discussed the warlord...they just don't get it...
A CLASS should NEVER be a identity, is a set of abilities that your character can do. And once again, they are stuck and held back by older edition paradigms...
I hear what you're saying, and I agree with where I think you're coming from, but I disagree on the idea that a class name shouldn't be linked to the identity.
The name of a class should resonate with the mechanics and basic idea of that class. Sure, it doesn't mean that people in game are wandering around referring to the character as a warlord, rogue or whatever. But, when someone reads the name of a class, and then sees what that class does, there shouldn't be any dissonance or confusion if possible. A person shouldn't look at the class name and the concept information in the class description and think, "well that doesn't make sense."
Trevor Kidd Community Manager
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7 months ago ::
Nov 09, 2012 - 2:07PM
#7
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Date Joined:
Jan 28, 2010
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1. Thanks you for doing this. It was rather informative.
2. Most topics were answered in a rather generic way for my taste. This is not what I would have expected of a fan-oriented media like a G+ hangout. It was a rather general approach to what the design goals are again. But we heard these in the GenCon seminars already. So a bit more specific concrete examples would have been nice.
3. I wish it would have been a bit more in an interview style where questions are being asked back and and forth. Even the critical ones. The occasional "why?", "is everyone happy about this in the team?", "what were your concerns about this decision?" questions on your side would have been great...
4. Please create a Google event next time. This is helps finding out the exakt time more easily if you are not from Seattle.
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7 months ago ::
Nov 09, 2012 - 2:10PM
#8
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"I know there's a lot of feedback on how granular skills are in this version of the playtest." "That's a really clinical way of saying people hate Use Rope." Made my day.
Also, everyone should watch the part on skills, starting at about 54:00. Exaplains a lot of the disconnects on skills we've been seeing.
My two copper.
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7 months ago ::
Nov 09, 2012 - 2:11PM
#9
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Date Joined:
Jan 28, 2010
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Here is a question for the next session:
Why doesn't one designer of the D&DN crew (or even Mike) come to this forum regulary to discuss points brought up by your playtesters/fans?
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7 months ago ::
Nov 09, 2012 - 2:14PM
#10
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Date Joined:
Jan 28, 2010
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Oh yeah and lesson learned after this G+: Never post your comments in the first two days after a packet is being released in this forum. Chances are the devs will most likely ignore the feedback considering it an impulsive overreaction.
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