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Post by louisvilleslugger on May 29, 2012 2:29:30 GMT
I've play tested a 24 wizard/16 Rogue version & now turned it into a 20 Rogue/20 Wizard version so I can speak from experience.
I find this quasi to be DRAMATICALLY underpowered compared to ANY class out there at the moment (normal, prestige, or quasi).
I realize it was made for flavor and something different, but was it play tested before adding it to the server?
In the group I normally run with, we jokingly call some classes 2nd class citizens, but this quasi is now dubbed the only "3rd class citizen".
Problem List 1.It's damage is exceedingly bad, even with OC/DC. This is mainly because a. It's additional damage packet of 6d8 rarely, if ever, overcomes monsters damage reduction, and since it's a seperate packet, crits do nothing for it. b. AMMO is limited (divine pings are crap and there are no weapon buffs for ammo).
2. HARPEE is completely, utterly useless. It's damage is 0's, it cannot be placed during battle, and it dies fast to monsters. It needs to be changed to: a. Immune (like BBoD) b. Summonable mid-combat c. Damage should be something exotic (like axiotmatic or something non-resist).
3. The anti-knockdown emitter: Yes, it is helpful, but you should hear the amount of cursing about the slow movement from it. It is a small radius powerful feature, but remove the slowness!!
4. Bolts add-on features (like the stoning): this needs to be EVERY HIT, not 1 per round and have to keep clicking on the quickbar. It is NOT that powerful a feature and the other quasi (slinger) features do not suffer from that additional pain in finger feature.
5. More to come when I have a few extra minutes.
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Post by Enius the White on May 29, 2012 3:53:17 GMT
I completely agree. I have not played a GI, but I've partied extensively with 2, both good players. Both have effectively been shelved.
The saddest part is not how comparatively useless the class is, but how much potential is being squandered. Clearly a large amount of development has gone into this class, and I firmly believe that it could be really useful and fun to play. Currently, however, virtually every GI ability is watered down well beyond the point of comparative utility. "Jack of all trades, master of none" is one thing... the poor GI is effective at virtually none.
Louisvilleslugger is right on the money. Give the current GI abilities some bite, and you could have a great class.
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Post by Paradoom on May 30, 2012 8:59:11 GMT
Regarding the harpee:
The firerate is also a joke esp. with the current damageoutput.
It cannot be assembled through combat is fine, but then make it at least moveable following you if not engaging enemies. I cannot GS, Timestop and then run into the mob all the time (from which it dies anyway like discriped in the first post). The party just luvs you for that too.
The handgranades:
They are fun and add some interesting spelllike abilities and I see it as a substitute for your arcane spells.
The amounts are utterly insufficient esp. in LL and later areas and should scale with higher GI levels. And since you loose a whole round of doing anything, it doesnt hurt if their damageoutput get´s increased in LL.
So my thoght is: As GI you work with magically enhanced weaponary (bolts, harpee, handgranades). I think it would fit the theme enhanancing the damageoutput of your tools through higher UMD similar to the lore boost.
Fitting subbies:
My first thought, when GI was released was wow finally I can make something out of the Spelljammer.
But now i can say: It´s dex of +2 is a bit low (and many who tried the quasi go with half-fiend to built a crossbow rouge with some extras and get 2 more ab out of it.)
It grants GSF Concentration which does NOT qualify for the GI quasi. LOL.
General:
You do not benefit going from higher int then 20 (except the extra skillpoints), so "mastering" the arcane is out of the question. Your spells just lack the power and SP later (even if you would why ever boost your int further through level progression.)
Illusionspellfocus grants nothing for you though GIs get it for free as gnomes. So an idea would be to grant the harpee conceal scaling up with higher foci in it, to make it sturdier. And displacement like conceal is not enough! It also could add a 4th emitter (if you go wizzard route) granting conceal for the party inside the field of the emitter.
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Post by louisvilleslugger on May 31, 2012 3:36:14 GMT
Totally agree with the increase in gernade total. I run out of the damage type ones in 2 spawns on average in hades in a group of 3 total players.
Should tie them to the level (as it is now) PLUS dex modifier/2 or something along those lines.
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Post by louisvilleslugger on May 31, 2012 3:42:55 GMT
Contiued from 1st post:
5. Increase gernades to give more based on DEX modifer
6. Increase damage & add to the bolt damage so it will add to crits.
7. Give the class it's own summons based on 1 thru 9. Make them golem types.
8. Give them a bonus to craft wand/brew potion feats (like increasing wands/potions caster level)
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Post by louisvilleslugger on Jun 4, 2012 19:15:49 GMT
More ideas:
9. Give the GI's a 1/rest ability that acts like the command control wrench from toyshop and lets you dominate machines.
10. Give them summon 1-9 at full power, but make their summons be golem in nature.
11. Give them a boost to trap setting (like upgrading traps without using the trap gems, or give them more damage).
12. Give the crossbow bolts the same as the toyshop gnomes that stick you to the ground.
13. Give the HARPEE the appearance of and the knockdown ability of the cannons in toyshop.
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Post by AW O'Reilly on Jun 21, 2012 22:20:19 GMT
Outkast, I think you are missing the point... the Gnomish inventor is the original 3rd class citizen, designed to leverage your misery as a Gnomish Inventor to provide comedic therapeutic relief ("well, at least I'm not a Gnomish Inventor!") to the beleaguered 2nd class citizens slaving away on HG. Perhaps you could reincarnate your GI as a doppelganger so that you can complete the badger's challenge (I would gladly bring in a "real character" to help you acquire the more difficult components - like the one in the kobold glade) and take on a "clown" apperance to put the icing on the cake. All kidding aside, GI was fun to play for the first 20 or 30 levels, but the beneficial aspects are so limited in scale / quantity that I fear that the "xyz run has abcd & tanks room for two of anything except a slinger" will be expanded to include an exception for GIs as well - at least until the glaring shortfalls are addressed.
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Post by escapement on Jun 22, 2012 2:00:54 GMT
I splashed my GI with a couple levels of Rogue... just so I could feel I hadn't missed anything...
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