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Post by FunkySwerve on Mar 23, 2016 16:54:10 GMT
So would it make sense to remove extra attack aspect of the boots and add it directly to the character with HS 5, while the current boots of wanderer keep the immunity and movement speed? (then add another set boots/gear with different uses) No, it wouldn't. Again, that's just more dev time to no major gain - one of the problems with using items. Focus on things that need help. Funky
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Post by FunkySwerve on Mar 23, 2016 16:06:15 GMT
Sure. We figured bards needed like 10 extra feats. More seriously, no. Hell no. Funky
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Post by FunkySwerve on Mar 23, 2016 15:51:45 GMT
I'd prefer to make them usable without resort to a class item, if possible. Items don't scale well. What uses would their abilities need to make them more appealing? What other edits? The smite suggestion does seem to fit. Anyone see a problem with it? Funky This probably applies to classes that have the potential to be control class in LLs, or classes that have undisputed benefits, such as 4 fighter lvls (for WS line) or pally / BG splash for saves. PDK more resembles to HS, and HS is taken for the boots. Nobody takes HS primarily for the awesome GR potions that can be bought, if one is rich enough, and the 2 bonus epic feats are returned investment from the hefty HS requirements. (Moliated) Boots of the Wanderer do not "scale well", they are nothing short of Artifact level item, Vestige at the very least (compare to March of Misdirection). Moliated boots ARE scaled - that's my point (cf. the unmoliated versions). The Harper boots date back to a much less sophisticated era, when we had a lot fewer modwide systems in place. The Moliated boots were the simplest fix to an imperfect class edit, and they may not be the last where HS is concerned. For every class that we link indelibly to an item, we also commit to an entire line of items - hopefully only two, but more likely three. We also create odd and unpredictable gear asymmetries. Creating a new link of this type would be the last resort, in terms of zots, and perhaps in terms of good building practice. It is not the go-to solution. Funky
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Post by FunkySwerve on Mar 23, 2016 13:36:36 GMT
I'd prefer to make them usable without resort to a class item, if possible. Items don't scale well. What uses would their abilities need to make them more appealing? What other edits? The smite suggestion does seem to fit. Anyone see a problem with it?
Funky
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Post by FunkySwerve on Mar 21, 2016 23:00:30 GMT
Yes. Less succinctly, we wanted players to be able to use a broader array of weapons without making a large sacrifice in damage output. Funky
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Post by FunkySwerve on Mar 21, 2016 22:44:12 GMT
Ok, thanks. I'm in the process of addressing our home page - we just bought the domain highergroundnwn.com last week (formerly the .net address).
Where are you seeing those links, other than the server rules and info board in the docks?
Thanks, Funky
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Post by FunkySwerve on Mar 21, 2016 5:14:33 GMT
There are no bankchests showing a Trojen with either of your keys, sorry. Might want to check the characters you were using.
Funky
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Post by FunkySwerve on Mar 21, 2016 4:54:04 GMT
Feat comparison?
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Post by FunkySwerve on Mar 21, 2016 4:27:32 GMT
Whirlwind is still bugged. Others might be doable.
Funky
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Post by FunkySwerve on Mar 21, 2016 4:15:24 GMT
I absolutely do no not want to tie a breath weapon effect to a single xDD type. For sure there would be one effect that would be better than the rest, and would force xDD players to a certain color. Adding options is better than restrictions. I disagree with this line of thinking. You could use the same reasoning to decide that there shouldn't be xDDs at all. I do agree, however, that things would have to be balanced pretty carefully in order not to disproportionately favor one color. You can do that by altering dcs, granting other abilities, etc. Funky
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Post by FunkySwerve on Mar 21, 2016 4:12:20 GMT
Back on XDD topic: Suggested changes to breath:Breath can be easily compared to smiting. Both can be used once per 2 minutes when focused on, the respective classes need to take 10 respective epic feats. Damage- (2*(XDD level + LLs))d16 elemental and ((XDD lvl + LLs)/2)d16 exotic type. (avg. 850 elemental + 212 exotic, compare to smiter with 50 charisma, 840 primary + 210 Vile/Sacred) - The breath never heals (if it did, it causes no damage instead). - Con arti increases the damage dice to d20. - Legendary XDDs who do not belong to a quasiclass deal Primal damage instead of exotic. DC- Breath currently offers reflex save for half (or nothing with evasion), while maximized smite never misses. Breath DC should therefore be high enough to allow monsters to pass only on rare occasions. - DC = (XDD + LLs)/2 + str mod + 1 per each Epic Toughness Suggested changes to Wing BuffetWing Buffet, unlike breath, can be spammed, and should be weaker to compensate the unlimited uses. Each use however comes at the cost of losing a whole round worth of attacks, which is the default tank action. During this one round a caster can cast Gust of Wind or Desert Sirocco twice, both of which have the same effect and then resort to their other spells. - DC = 18 + str mod + 1 per Epic Toughness; this DC will be roughly on par with Gust of Wind. 18 base comes from GoV base (10 + spell level + 5 bonus), Epic Toughness corresponds to focus ranks that a caster would need to take (ET10 ~ PSF), str mod represents caster mod. XDDs get 20 strength "free", but it is in fact paid for with ET feats and the fact that tanks need to spread stats wider than casters. - Wing Buffet can destroy wind-like creatures on failed save - no longer causes any damage (you want to destroy the fume, not trigger more KB while trying) - extra icing on the cake (could be an Ego): if Wing Buffet fails to knock the target down because of immunity to KD, another effect will occur depending on vulnerability; daze/stun (wings knock the target unconscious) or confuse (disorienting the target) This is the basic form of analysis I need to see in order to considered class edits. Nice work, though it needs elaboration. You covered, in part, one of two major things previously lacking in this thread: consideration for how the edits compare to other comparable abilities. That begins to address the question of how the edit will impact the server at large, and helps to ensure that game balance isn't disturbed overmuch. More is needed, however. The other thing, which has barely been touched on in this thread, is why the abilities need improvement. Are they not being used? What effect does it have when the player uses them? That said, I am going to be pretty sympathetic to edits suggesting dc scaling for paragon levels, in order to maintain the abilities' previous power. It's when you suggest that they go beyond their former (pre-paragon) balancing that I'm going to hear more. By way of example, suppose we gave xDD breath dc 10% lower than a pure caster's (if you want to lock the scaling to something else, like CoT, fine, but the more context you provide, the more likely I am to approve or take the edit to the team). Using the caster example, suppose caster DCs went up a total of 5 as a result of paragon levels, and xDD DCs remained non-scaling with paragon levels. That's a pretty easy rationalization to make, but you need to spell out the details, in order to explain why an edit is merited. If you are proposing more than a 'paragon status quo' edit, you will need to go into much more detail as to why the ability isn't seeing play, and what should be done to fix it. Thanks for the thoughtful analyses, and keep em coming! Funky
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Post by FunkySwerve on Mar 20, 2016 23:57:34 GMT
Any other race provide +8 to primary? Don't recall any.
Funky
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Post by FunkySwerve on Mar 20, 2016 23:49:02 GMT
Xian, madzapper, and versengeteriks have been Approved. Sorry for the long wait, xian - somehow got flagged as read.
Funky
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Post by FunkySwerve on Mar 19, 2016 23:38:25 GMT
Are all the other problems with misplaced damage types, or just those two?
Thanks, Funky
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Post by FunkySwerve on Mar 19, 2016 23:30:32 GMT
Please do take up updating if you have the time and inclination. The links ending in forum spaceholders may be from when the boards used to be proboards3, instead of proboards. May want to see if tweaking the address on the link slightly fixes things.
Anyway, the Team doesn't assume any responsibility for updating the Wiki - that's on the players. I can't really speak to how out-of-date or not it is.
Funky
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