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Post by FunkySwerve on Mar 16, 2016 16:58:35 GMT
AAs are getting new bows, which will address the damage issue. My remarks about tanks getting damage boosting through gear apply even moreso here.
GIs, we are looking at a serious overhaul.
Why don't we focus this thread on xDDs first? Compare to similar class abilities, give rationale for change, and evaluate consequences of change.
Thanks, Funky
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Post by FunkySwerve on Mar 16, 2016 5:19:40 GMT
Anyway, realistically speaking there are so many ideas here with so little discussion/research of consequences that none of them are likely to be added. If you pick *one* idea and collect data about exactly what the change would mean and why it is necessary, the chance of it being implemented is vastly higher. I wanted to reiterate this. Take a look at the discussion of subraces from the last couple days. Given the constraints on my time, I just don't have the time to do the lifting for you on proposed class edits. You have to advocate for edits. I can give you some guidance, as I did in that thread, but I think your scattershot approach to suggestions reveals several deeper problems: 1) But why can't tanks ever have good things? Tanks are about to get comparatively stronger with respect to casters, which trend will likely continue throughout the release of paragon levels. Casters had most of their power gain from paragon levels frontloaded in paragon spells, some of which are broken in power (and getting tweaked). Tanks, by comparison, have yet to get any damage boost via gear, where it will come, and increased ease of killing has de-emphasized the need for defense. When you ask 'why can't tanks ever have good things', you are looking at only recent history in a way that tends to make me wary of your suggestions. 2) You are suggesting sweeping changes to a lot of classes. They are pretty much all power increases, without much eye for current or prospective balance between the classes. A lot of the edits look cool, but simply throwing them in would lead to a rapidly ascending power spiral, which is simply not sustainable. Long story short: take a look at which classes really need help, set aside the whole tanks vs casters debate, and suggest a few focused edits for those classes. The other edits we can bank away until those classes need help, or until we determine that the proposed edits are not likely to alter power balance significantly where such alteration is not warranted. Thanks, Funky
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Post by FunkySwerve on Mar 15, 2016 2:16:20 GMT
Thank you!
Funky
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Post by FunkySwerve on Mar 15, 2016 2:15:20 GMT
Hey, welcome back, long time no see. Funky
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Post by FunkySwerve on Mar 13, 2016 21:01:34 GMT
Very nicely done, thank you. I had a feeling the epic/melee issue would come up, which seems to me like fallout of the paragon level addition without matching melee power...to an extent, anyway.
I think many of the spell edits will help, to an extent, but they don't address the SP issue. How does SP compare to pure casters, and to the other melee casters?
I'm considering a mechanic whereby they can lower SR via melee attacks, perhaps only for themselves.
Thanks, Funky
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Post by FunkySwerve on Mar 13, 2016 20:53:02 GMT
Yes, that is possible, though right now it's limited to heals, which are relevant to combat. I'm not sure we want people trying to pp each critter prior to it being killed. Rogues would see even less combat, no?
Funky
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Post by FunkySwerve on Mar 13, 2016 20:51:02 GMT
If you think slingers and smiters have a damage problem, the fix is not give both the possibility of +20 damage (at cost of two more feats availabe even if you're not a fighter), only when a XR is unlocked. This. Unfortunately, we are discussing subraces here, not (needed) class edits This this. As to BKs, the promised spell edits are going in, and some statting tweaks will help to ensure more use from bigby's in upcoming runs. Is the 'help' they need a descendent of an old bigby nerf, or more? This should probably be broken out into its own topic. Likewise, I'm going to suggest a topic for each of these subraces. Take a look at what poli did for Half-Shiradi - makes it very easy to assess consequences of edits. Thanks, Funky
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Post by FunkySwerve on Mar 13, 2016 20:36:10 GMT
Very nicely set out. Also, I understand what you were saying about end-game builds now - please ignore the 'tautology' label. I will take this to the Team, but I don't see any huge problems.
On another note, what can be done to redress the problems with Half-Ibixian and Half-Cloud Giant? Do the coming weapon edits have any bearing, or the ability to weild a larger weapon with a shield (or do they rely too much on CHA)?
Thanks, Funky
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Post by FunkySwerve on Mar 13, 2016 18:07:21 GMT
This seems too similar to the original. It WOULD make it very easy to make, but it would also make another sought-after item a lot less so. I'd prefer something that diverged more from its replacee. Thoughts, anyone?
Thanks, Funky
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Post by FunkySwerve on Mar 13, 2016 18:03:00 GMT
Have to put these on hold, temporarily, as there is an issue wtih the current XR motes.
Funky
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Post by FunkySwerve on Mar 13, 2016 17:59:13 GMT
I think the IPA edit is problematic enginewise, anyway. Other ideas?
Funky
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Endure
Mar 13, 2016 17:55:08 GMT
Post by FunkySwerve on Mar 13, 2016 17:55:08 GMT
What about a version with no % or /- physical resists?
Funky
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Post by FunkySwerve on Mar 13, 2016 17:40:29 GMT
What about making a cleric and a druid version btw, keep +1 dc to 1-6 and give a +2 dc (or some cool effect like 1d3 rounds slow even on a successful save?) for the respective "Words" spells? To me looks like most (all?) caster set loot is single-class-locked, while slots for 2 different classes is something you see on BUR loot atm. 10% divine on clerical version, 10% positive on druid one, remove phisicals, remove acid, MAYBE minor dr/imm to sacred for clerical one, primal for druidic one... I like this idea a lot more, as it provides more loot. ;P OP, Raj explained my reasoning in removing the % phys. The 7 and below is problematic not just because of present spell use, but because we are always seeking to make more spells useful. It's almost inevitable that one of the ones he lists, or some other level 7, would come into favor, with at least 11 massive paragon areas slated to come. I'm going to APPROVE as to his two versions. I think the level 7 one is too tricky to balance at the moment, current boost aside. I recognize that he somewhat hijacked your thread, but my goal here is to make endgame viable loot as quickly as possible, so I am more lenient with hijacking than I otherwise would be in forum threads. If you still want to push a level 7 version, please make a new thread, but be aware that it should probably be 1/class, and will need substantial tradeoffs. Thanks, Funky
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Post by FunkySwerve on Mar 13, 2016 17:29:55 GMT
I'm flagging this as pending, with your latest edits, with either 3/day unrelated to rage or unlimited burning rage uses.
Funky
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Post by FunkySwerve on Mar 13, 2016 17:26:21 GMT
With one of the following boosts: 1) Damage Immunity: Axiomatic 10% Immunity Bonus Damage Resistance: Axiomatic Resist 15/- 2) Using the Unique Power on this item will consume one use of Barbarian Rage, and free you from phisical domination of grapple. 3) Using the Unique Power on this item will consume one use of Barbarian Rage, and apply a taunt effect on all enemies in a medium radius around you. 4) Wearing these bracers will increase the penalities from Terrifying Rage by 1 point. Edited to reflect my accidental separation of eso immunity and resistance. Funky
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