Post by desocupado on Feb 27, 2015 3:34:24 GMT
Here are a few ideas for nearly all classes, sometimes focusing only on unused features. Some ideas should be taken as options, as one adjustment can be enough for a given class: (newer ideas in green)
Assassin
Reasoning: The poison spell would give them an edge compared to casters, even tough is slow acting (really slower than a shifter). (On a side-note pure Rangers do 6 con damage on failed called shots unlimited times per day - this one would respect poison immunity)
AA
Reasoning: There is now reason for non AA control class AA.
BG
Reasoning: BG spellbook is filled with offensive spells they can't use (wisdom for dc) these changes would grant them offensive options, since their defensive options are underwhelming compared to paladins.
CoT
Reasoning: CoT can use some love in the SR debuff department (they are still worse than druids with this, but at least would make runs viable).
Giving a niche specialty - single target - to their greater smite is also cool. Listen is an icing on the cake allowing non half-elf races to be viable.
Cleric
Reasoning: Good Cleric are out of flavor due how useful heartbane is.
Druid
Reasoning: Splashing monk is nearly mandatory due how useful and high the ac bonus is, so granting a defensive boost to pure Druids is warranted.
DwD
Reasoning: Pure DwD are rare. This change would give some incentive to go pure.
Fighter
Reasoning: Greater parry is quite cool, so a recharge would make playing with it more fun.
The other features need some use improvements (being useful only for pure fighters isn't very fun).
Monk
Reasoning: Both staves and fists are underpowered atm. In special fist abilities need a buff.
Since this damage buff to staves wouldn't translate to staffmaster, it would be a good way to go.
Paladin
Reasoning: Paladin turners are a joke (due Planar Turning having a Wisdom 25 requirement) - the free feat enable a niche use of that feature on smiter-turners.
The prayer idea is just to put some additional pressure on paladin spell slots (and granting something over clerics when praying).
Rogue
Reasoning: The sneak immunity bypass is too big to pass up, restricting build choices (rogues are already restricted in skills choices).
This would both make rogue with splash viable as well helping assassins and other classes that can splash rogue.
Also improving rogue feats for Pure builds would reinforce those feats as a core identity.
xDD
Reasoning: xDD abilities are weak compared to shifter's dragon shape! (Well there's the fear aura and hitpoints) but adding active stuff is important.
Also this change would make them better than dragon shifters (who also use another good 20 shapes with high DC) at dragon breath.
Palemaster
Reasoning: Their minions need some love, since their spellbook is restricted. Which reminds me "Shadow spells need a lore boost".
Buffing active abilities is a good way to put power outside numerical advantages.
Also Sorcerer pm really need some love - maybe reversing the regular wizard logic - they could have higher versatility instead of DC.
SD
Reasoning: AB is their main issue.
Boosting everything else would incentivize people to use the class instead of feeling gimped.
Weapon master
Reasoning: Dexter WM need damage.
Ki strike also need some alternative use to enrich the gameplay.
The extra skill point also helps when the regular kd/disarm isn't necessary.
Wizard
Reasoning: Specialization needs some love and barred schools are not fun so why not fix both?
Another epic use, a free PSK (with PSF) and lesser spell consumption fits quite well for specialization.
The epic polymath would give a huge versatility boost for regular wizards early on.
Purple Dragon
Reasoning: Conceptually this is one of my favorite classes but the Charisma based duration really kills it in my opinion.
Adding legendary skill option Listen & Discipline is great to make it more useful.
Harper scout
Reasoning: Their skill options could expanded to legendary levels to make splashing them more interesting.
-Quasi classes / Alternative builds
Battlecleric
Reasoning: A small buff would grant a additional mileage on their spell casting.
Baneknights
Reasoning: Getting maximum Str and 19 charisma without epic bonus feats is basically impossible as an open subrace - so putting an upfront charisma bonus fixes that issue.
Bloodfire mage
Reasoning: A few extra toys (spells) might make those guys less envious of sorcerers.
Dragonstorm mage
Reasoning: A few extra toys (spells) might make those guys less envious of sorcerers.
GI
Reasoning: There's little need to allow different class breakdowns with GI (since it's a not a core).
Herald of Storms
Reasoning: The SR debuff is the icing on the cake - making spells usable without a druid.
More orbs is also a good thing since their damage is restricted by opponent's concealment.
Lash
Slinger
Staffmaster
Reasoning: No serious staff master ever used considered DC spells, Illusion Abjuration would be quite appealing if you sacrifice some raw melee efficiency (damage and ab).
Turner (Cleric, Paladin and Blackguard)
Reasoning: Turner DC tends to suffer when compared to regular caster at Paragon levels so an extra 2 DC is sound.
Constructs taking damage was always a bad thing in my experience - I wonder if it was ever relevant instead of a kickback generator.
The splash easiness is meant to allow all 3 classes to diversified builds - clerics could get good saves (allowing a rapier wit build) and the other two can gain 2 domains with little cost.
Theurge
Reasoning: Even tough theurge usually can specialize with less issues than a regular wizard - a full spell school from their "lesser" class could go a long way in making them more popular.
The 20/20 idea is just there for fun (a sound reason for anything in a game).
Assassin
-Assassins can learn how to craft legendary poisons.
-Poison, when cast by assassins does not have a save and ignore spell pen, but does 4 con damage per round to the target during 10 rounds (just enough to kill some regular hell mobs)
-Poison, when cast by assassins does not have a save and ignore spell pen, but does 4 con damage per round to the target during 10 rounds (just enough to kill some regular hell mobs)
AA
-Bard CC inflict curse song to targets in imbue arrow aoe while AA levels count fully for curse song progression
-Wizard/Sorcerer CC have greater AoE with AA skills instead of (additional) vulnerability infliction
-Wizard/Sorcerer CC have greater AoE with AA skills instead of (additional) vulnerability infliction
BG
-Inflict Spells use CL*X (2/4/6) instead of heal skill to calculate the negative damage value
-Bestow curse works like an aura similar to battletide (and slowly drains stats with no DC)
-Doom is a level 2 spell, affects targets in a small area when cast by a BG and have no save.
-Additional Skill Points: Blackguards receive an additional skill point per level. Skill points for levels prior to 41 will be granted upon taking level 41 at the Altar of Legends.
-Legendary characters with 30 BG levels and 10 Paladin, not counting LL, receive planar turning for free at level 41.
-BGs offensive spells ignore spell resistance
-Bestow curse works like an aura similar to battletide (and slowly drains stats with no DC)
-Doom is a level 2 spell, affects targets in a small area when cast by a BG and have no save.
-Additional Skill Points: Blackguards receive an additional skill point per level. Skill points for levels prior to 41 will be granted upon taking level 41 at the Altar of Legends.
-Legendary characters with 30 BG levels and 10 Paladin, not counting LL, receive planar turning for free at level 41.
-BGs offensive spells ignore spell resistance
CoT
-Aura of nimbus have zero cooldown with all relevant 11 feats // so a cot smiter works as a SR bot even after death
-Greater Smite can be used twice as often compared to Paladin or Bg, but target only one foe //so Cot's smite does give an edge in single target damage
-When under divine wrath CoTs ignore concealment as if they had 90 listen
-Divine Wrath always lasts 5 turns.
-Whirwind debuff last longer and ignores concealment.
-Greater Smite can be used twice as often compared to Paladin or Bg, but target only one foe //so Cot's smite does give an edge in single target damage
-When under divine wrath CoTs ignore concealment as if they had 90 listen
-Divine Wrath always lasts 5 turns.
-Whirwind debuff last longer and ignores concealment.
Giving a niche specialty - single target - to their greater smite is also cool. Listen is an icing on the cake allowing non half-elf races to be viable.
Cleric
-Death Ward, when cast by cleric's of good alignment is cast on all party members. With LSF Conjuration it grants Heal*2 temporary hit points.
-Greater Restoration, when cast by cleric's of good alignment continues to restore the target each round for (CL / 7) rounds, as well as granting immunity to the deleterious effects of the Hells.
-Greater Restoration, when cast by cleric's of good alignment continues to restore the target each round for (CL / 7) rounds, as well as granting immunity to the deleterious effects of the Hells.
Reasoning: Good Cleric are out of flavor due how useful heartbane is.
Druid
-Pure Druids use half of their Wisdom instead of other Stats when making Stat Checks, if it would be higher than that stat.
Reasoning: Splashing monk is nearly mandatory due how useful and high the ac bonus is, so granting a defensive boost to pure Druids is warranted.
DwD
-Stoneguard doesn't reduce speed for a level 21+ DwD (not including LL)
-Gain permanent critical immunity at level 25 (not including LL)
-Gain feat level immunity to knockdown at 30 (not including LL)
-Gain permanent critical immunity at level 25 (not including LL)
-Gain feat level immunity to knockdown at 30 (not including LL)
Fighter
-Greater parry recharges every 5 turns
-Greater skills DC are based on character level, while only the amount of uses per rest is based on fighter levels.
-Whirlwind debuff last longer and ignores concealment.
-A physical immunity debuff (equal to whirlwind's debuff) can be applied as a quick action (!opt tauntclass)
-Fighter secret's % Immunity bonus is a passive ability instead.
-Whirlwind debuff last longer and ignores concealment.
-Greater skills DC are based on character level, while only the amount of uses per rest is based on fighter levels.
-Whirlwind debuff last longer and ignores concealment.
-A physical immunity debuff (equal to whirlwind's debuff) can be applied as a quick action (!opt tauntclass)
-Fighter secret's % Immunity bonus is a passive ability instead.
-Whirlwind debuff last longer and ignores concealment.
The other features need some use improvements (being useful only for pure fighters isn't very fun).
Monk
-Quarterstaves receive Wisdom mod bonus to damage when wielded by a character monk with 21 monk levels (not including LL).
-Legendary Monk's unarmed Enchantment bonus is changed to 1 per 2 Monk levels (not including LL). While unarmed Physical Imm is increased by a % equal to Wisdom modifier.
-Stunning fist is applied to every unarmed melee attack for character with 21 monk levels (not including LL) - clarification: the original one - causing stun (i.e. same of whirlwind)
-Quivering Palm recharges every 60 seconds
-Legendary Ability Bonus: Legendary Monks receive +1 Wisdom at legendary levels 45, 50, 55 and 60.
-Legendary Monk's unarmed Enchantment bonus is changed to 1 per 2 Monk levels (not including LL). While unarmed Physical Imm is increased by a % equal to Wisdom modifier.
-Stunning fist is applied to every unarmed melee attack for character with 21 monk levels (not including LL) - clarification: the original one - causing stun (i.e. same of whirlwind)
-Quivering Palm recharges every 60 seconds
-Legendary Ability Bonus: Legendary Monks receive +1 Wisdom at legendary levels 45, 50, 55 and 60.
Since this damage buff to staves wouldn't translate to staffmaster, it would be a good way to go.
Paladin
-Legendary Paladins with 40 class levels, not including LL, receive Planar Turning feat for free at level 41.
-Prayer, when cast by paladins, ignores SR.
-Prayer, when cast by paladins, ignores SR.
The prayer idea is just to put some additional pressure on paladin spell slots (and granting something over clerics when praying).
Rogue
-Sneak attack ignore sneak attack immunity at Rogue 04 instead of Rogue 40 //so people can splash rogue or splash a rogue effectively
-Can set traps as a quick action, during combat (or convert then into character bound wand-like items)
-Treasure scent loot bonus applies to the whole party
- Rogue Exclusive feats are further improved at Rogue 40
-- Crippling Strike also make your attacks slows enemies (no save).
-- Rogues with Defensive roll gain Epic Dodge at Rogue 40.
-- Improved Evasion Grants +2 to all stat checks at Rogue 40.
-- Opportunist increases sneak attack dice to d8 (+33% damage).
-- Skill mastery is changed - it grants immunity to hell skill penalties by default. It also grants a magic bonus of +10 at Rogue 20 and +10 at Rogue 20 to all trained skills.
-- Slippery Mind increases will by 5 at Rogue 40.
-Can set traps as a quick action, during combat (or convert then into character bound wand-like items)
-Treasure scent loot bonus applies to the whole party
- Rogue Exclusive feats are further improved at Rogue 40
-- Crippling Strike also make your attacks slows enemies (no save).
-- Rogues with Defensive roll gain Epic Dodge at Rogue 40.
-- Improved Evasion Grants +2 to all stat checks at Rogue 40.
-- Opportunist increases sneak attack dice to d8 (+33% damage).
-- Skill mastery is changed - it grants immunity to hell skill penalties by default. It also grants a magic bonus of +10 at Rogue 20 and +10 at Rogue 20 to all trained skills.
-- Slippery Mind increases will by 5 at Rogue 40.
Reasoning: The sneak immunity bypass is too big to pass up, restricting build choices (rogues are already restricted in skills choices).
This would both make rogue with splash viable as well helping assassins and other classes that can splash rogue.
Also improving rogue feats for Pure builds would reinforce those feats as a core identity.
xDD
-Breath becomes usable at will (limited to 6 uses per two minutes) and doesn't break loot (did it break loot?)
-Breath does up to 39d12 damage (+50% i.e. ~250 damage) but only deal the best damage type between it's two types to each target, never healing.
-Breath does up to 39d12 damage (+50% i.e. ~250 damage) but only deal the best damage type between it's two types to each target, never healing.
Also this change would make them better than dragon shifters (who also use another good 20 shapes with high DC) at dragon breath.
Palemaster
-Mummy dust and Dragon knight don't need any minion buffs (i.e. they have stat, natural and dodge ac bonuses as if they they were already buffed)
-Touch of death drain levels on failed save / immunity to death (it needs to be that good since it's melee touch) but drain less levels than Energy drain spell
-Magic weapon improve neg damage instead, for up to 2/3 dice
-Lifeblight recharges every minute
-Legendary sorcerers with pale master levels gain extra know spells as if pm levels were sorcerer levels (making them versatile enough at the cost of specialization extra DC wizards get).
-Shadow version of spells do twice as much damage (i.e. the same damage a regular spell with full lore boost - which they don't get) or Lore works (I think this was changed)
-Touch of death drain levels on failed save / immunity to death (it needs to be that good since it's melee touch) but drain less levels than Energy drain spell
-Magic weapon improve neg damage instead, for up to 2/3 dice
-Lifeblight recharges every minute
-Legendary sorcerers with pale master levels gain extra know spells as if pm levels were sorcerer levels (making them versatile enough at the cost of specialization extra DC wizards get).
-Shadow version of spells do twice as much damage (i.e. the same damage a regular spell with full lore boost - which they don't get) or Lore works (I think this was changed)
Buffing active abilities is a good way to put power outside numerical advantages.
Also Sorcerer pm really need some love - maybe reversing the regular wizard logic - they could have higher versatility instead of DC.
SD
-Shadow Daze curse song effects = SD +13 levels //it's a single target debuff
-Shadow Daze can also be used as quick action (!opt tauntclass) by legendary Shadow Dancers
-Whirlwind damage has no DC and ignores concealment.
-LBAB of +15 (it's noteworthy that AB is their main issue)
-Legendary Ability Bonuses: Legendary Shadowdancers receive +1 Dexterity at legendary levels 45, 50, 55 and 60. In addition, at the same levels they gain +1 Wisdom. (did this got an update?)
-Shadow Daze can also be used as quick action (!opt tauntclass) by legendary Shadow Dancers
-Whirlwind damage has no DC and ignores concealment.
-LBAB of +15 (it's noteworthy that AB is their main issue)
-Legendary Ability Bonuses: Legendary Shadowdancers receive +1 Dexterity at legendary levels 45, 50, 55 and 60. In addition, at the same levels they gain +1 Wisdom. (did this got an update?)
Boosting everything else would incentivize people to use the class instead of feeling gimped.
Weapon master
-Receive additional 1 skill point in LL and can pick Bluff and Taunt at LL (so they can do something against unarmed foes with KD immune )
-Legendary WM don't heal opponents with wrong elemental type // (they how their weapon hits the enemy just right)
-WM receive their features without having to go around the world // i.e. no secret hunting
-WM with base dex 40 can use a special ki mode, like their Str counterparts to gain 2 attacks per round (a uni build could have it both ways).
-Superior Ki strike: As a quick action a WM may spend a Ki strike charge to make all his attacks ignoring concealment for 1 round.
-Ki Reflection only consumes 1 charge per 5 rounds (2x less).
-Legendary WM don't heal opponents with wrong elemental type // (they how their weapon hits the enemy just right)
-WM receive their features without having to go around the world // i.e. no secret hunting
-WM with base dex 40 can use a special ki mode, like their Str counterparts to gain 2 attacks per round (a uni build could have it both ways).
-Superior Ki strike: As a quick action a WM may spend a Ki strike charge to make all his attacks ignoring concealment for 1 round.
-Ki Reflection only consumes 1 charge per 5 rounds (2x less).
Ki strike also need some alternative use to enrich the gameplay.
The extra skill point also helps when the regular kd/disarm isn't necessary.
Wizard
-Epic spells from specialized chosen school can be used one more time per day (for up to x3 epic with PSK)
-Wizards with 25+ levels that don't belong to a quasiclass get get Epic Polymath (for epic spells) for free at level 41
-Legendary Wizards that don't belong to a quasiclass may specialize in another school using the spell pedestal.
-Wizard no longer have to get barred schools to specialize. // setting your spell book is enough
-Specialist Wizards have 33% chance to not spend a spellslot from their specialized spell school when casting it. If they don't belong to a quasiclass this chance is increase to 50%.
-Specialist Wizards get paragon spell knowledge for their chosen when they get Paragon spell focus on that school.
-Wizards with 25+ levels that don't belong to a quasiclass get get Epic Polymath (for epic spells) for free at level 41
-Legendary Wizards that don't belong to a quasiclass may specialize in another school using the spell pedestal.
-Wizard no longer have to get barred schools to specialize. // setting your spell book is enough
-Specialist Wizards have 33% chance to not spend a spellslot from their specialized spell school when casting it. If they don't belong to a quasiclass this chance is increase to 50%.
-Specialist Wizards get paragon spell knowledge for their chosen when they get Paragon spell focus on that school.
Another epic use, a free PSK (with PSF) and lesser spell consumption fits quite well for specialization.
The epic polymath would give a huge versatility boost for regular wizards early on.
Purple Dragon
-Gain a weak Fear aura (saves -1) at PDK 3 // also improve xDD/Barbarian save reduction aura by 1, if CC barbarian/xDD
-PDK levels count for CL to semi casters (i.e. classes without level IX spell levels) and ability progression (Paladin, Blackguard, Ranger, Assassin and Bard)
-Heroic shield has a Greater Restoration spell effect when use on players. (and only on others)
-Players with PDK 5 can pick Listen & Discipline at LL (or just qualify for LSA)
-Abilities that scale off charisma have a good set duration instead (as if it's owner had Cha mod +15 like a smiter)
-PDK levels count for CL to semi casters (i.e. classes without level IX spell levels) and ability progression (Paladin, Blackguard, Ranger, Assassin and Bard)
-Heroic shield has a Greater Restoration spell effect when use on players. (and only on others)
-Players with PDK 5 can pick Listen & Discipline at LL (or just qualify for LSA)
-Abilities that scale off charisma have a good set duration instead (as if it's owner had Cha mod +15 like a smiter)
Adding legendary skill option Listen & Discipline is great to make it more useful.
Harper scout
-Can increase Use Magic Device and Pick pocket as a class skill in legendary levels (or just qualify for LSA)
-Extra attack duration increased to 3 turns (from 1).
-Extra attack duration increased to 3 turns (from 1).
-Quasi classes / Alternative builds
Battlecleric
-Harm and Heal become AoE spells when Base str 40 and use BT's spell penetration formula.
Baneknights
-Upon qualifying to Bane Knight quasiclass your character immediately gain 4 charisma. But BG CC character no longer gain 4 charisma at LL if they are BaneKnights. //this is meant to enable the class for open subraces.
Bloodfire mage
-Additional spells are included - from divination school like a true Red Dragon - (PWK and a Premonition that works in heavier armor)
-Gain extra spells known as if RDD levels were sorcerer levels
-Gain extra spells known as if RDD levels were sorcerer levels
Dragonstorm mage
-Additional spells are included - from illusion school like a true Blue Dragon - (probably not all spells - but at least PK, GV and Displacement and possibly weird and vortex)
-Gain extra spells known as if RDD levels were sorcerer levels
-Gain extra spells known as if RDD levels were sorcerer levels
GI
-Abilities no longer require specific class levels to unlock. Instead they are unlocked as GI levels (Rogue + Wizard) would reach the old need - i.e. Wizard abilities need Wizard levels +16 (old rogue minimum) and rogue abilities require old Rogue value +10 (Wizard Minimum) //basically one character is enough to enjoy all fun options - making it a master of (limited ammo) versatility
Herald of Storms
-Enemies affect by a herald's non damage cloud/soup lose SR (CL/6) not stacking //akin to a mord SR drop
-Gain 2 extra spell known per level in each orb levels upon qualifying regardless of control class.
-Gain 2 extra spell known per level in each orb levels upon qualifying regardless of control class.
More orbs is also a good thing since their damage is restricted by opponent's concealment.
Lash
-KD/Disarm are on hit effects (you can only toggle one) !opt lash
--Can also Opt between level drain, slow, kd and disarm, as optional lash effects (depending on control class) - in addition to vulnerability infliction. (no longer gain KD/disarm feats)
-Can inflict vulnerability on non-favored enemies with less efficiency (half cap)
--Can also Opt between level drain, slow, kd and disarm, as optional lash effects (depending on control class) - in addition to vulnerability infliction. (no longer gain KD/disarm feats)
-Can inflict vulnerability on non-favored enemies with less efficiency (half cap)
-Add (1/2) wisdom mod to their bullets as physical damage, when using divine power //wisdom carrot
Reasoning: Extra physical damage is always nice.
Stormlord
-NB has SR reduction formula changed to 5 + CL/5 (same sr drop potential but better for splashing) duration is doubled
-Inflict electricity vulnerability every round with Nb aura - 5% per round x 5% limit per conjuration focus
-Fountains work like NB aura, and moving with the caster
-Always get LBAB of 15 when using SoV (like a slinger) //allowing pure builds
-Fountain of vision grants non-capped ab to the caster, like true strike.
-NB aura duration is increased
-Inflict electricity vulnerability every round with Nb aura - 5% per round x 5% limit per conjuration focus
-Fountains work like NB aura, and moving with the caster
-Always get LBAB of 15 when using SoV (like a slinger) //allowing pure builds
-Fountain of vision grants non-capped ab to the caster, like true strike.
-NB aura duration is increased
-Use full Str mod for spell DC (instead of Str-2, since they don't have str bonuses like a bane knight)
-Black staff damage starts at 1d10 but also scales with wizard levels (2/3 WM progression i.e. 2d10 per 15 Wizard).
-All four elemental damages are available at first (no sonic) other damage types unlock every 5 WM levels
-Black staff damage starts at 1d10 but also scales with wizard levels (2/3 WM progression i.e. 2d10 per 15 Wizard).
-All four elemental damages are available at first (no sonic) other damage types unlock every 5 WM levels
Turner (Cleric, Paladin and Blackguard)
-DC increase by 2 at Paragon levels (level 61) // Or a new Paragon Feat "Paragon of Turning" grants +2 DC (requires planar turning)
-When turning constructs the turning damage doesn't cause any kickback and is marginally increased to a % of their health
-Paladin or BG levels no longer decrease TL and doesn't interact with smiter evil or good //So all 3 Turner CCs are enhanced and can splash each other at the cost of CL
-When turning constructs the turning damage doesn't cause any kickback and is marginally increased to a % of their health
-Paladin or BG levels no longer decrease TL and doesn't interact with smiter evil or good //So all 3 Turner CCs are enhanced and can splash each other at the cost of CL
Constructs taking damage was always a bad thing in my experience - I wonder if it was ever relevant instead of a kickback generator.
The splash easiness is meant to allow all 3 classes to diversified builds - clerics could get good saves (allowing a rapier wit build) and the other two can gain 2 domains with little cost.
Theurge
-The 20/20 build uses the higher stat between Intelligence or Wisdom for all spells.
-Spells from specialized school use the higher stat between Intelligence or Wisdom for DC calculation. (this create a reason to specialize)
-Spells from specialized school use the higher stat between Intelligence or Wisdom for DC calculation. (this create a reason to specialize)
The 20/20 idea is just there for fun (a sound reason for anything in a game).