|
Post by woqued on Mar 3, 2020 20:04:52 GMT
Maybe allow staffmasters to change damage types also to include slash and pierce ? !dampi !damsl !dambl Let Quarterstaffs do +20% when wielded two handed ? Or if a pure Staffy ? Let them have access to a Holy Sword type spell that dispels on hit like Blackstaff does in normal D&D ? KE. Breach/Dispel on hit + 20% multiplier would be enough to put them back as top contenders, without having done math I don't think it'd be too much as long as they don't get all 3 of these. I like all of those 3 ideas, I'd pick two and run with it. 20% and giving them free reign over swapping phys types might be too good still since both XR and Blackstaff portions scaling up and always having ideal type. Prefer not giving them the freedom to change physical damage type, it doesn't seem right. Thematically seems better if their magical (elemental/exotic) portion becomes really scary. Monk staffy could also be scaled up to 20% pretty safely imo.
|
|
|
Post by gladi8or on Mar 3, 2020 21:36:20 GMT
I have to agree that fist monks do little damage as well, which is too bad considering there are some nice gloves in the game. Most monks in general, staff, dual wielders, etc. as well unless you play a mini monk splashed. Pure monks seem to be a thing of the past and it's too bad. I love being able to take lev and water breathing feats for free with 40 monk levels; however, due to damage output, it's not really worth it. Just my opinion.
|
|
|
Post by thomascovenant on Mar 4, 2020 1:38:23 GMT
I dont realy play my AA since long time, they do so few dmg you feel near useless, they are supposed to be high experts in using bow then they should do better dmg
|
|
|
Post by woqued on Mar 4, 2020 19:35:56 GMT
Suggestions to buff Bloodfire Mage and Dragonstorm Mage:
- Increase their Spell Penetration further by +2 to match Paragon Levels being implemented -- OR -- increase the CL of all their spells similarly to how PMs get increase in theirs, to punish less for running 1 paladin splash or something similar. - Allow their DCs to be increased, gaining +1 DC to their respected schools per 20 levels (+3 at pure 60, maybe even +4 if we calculate Paragon levels as well). - Add Spell Mantles / Displacement / EV to included spells list. - Increase damage dies more on their spells. For crying out loud Wiz Male XR Theurge has higher damage cap on all Lore spells than BFM/DSM do with theirs, and they have special effects only on situational spells that are unusable vs KB mobs or break loot. I would include the Orb spells, Combust, Lightning Bolt, and Electric Touch to also inflict in some way - either melt Imms or DR. They are single target spells or otherwise lacking.
... Reminder. They have less Spells known, no auto-channeling, less spell slots, And they actually have to pay for all this luxury to become like this by taking a Resist:Fire feat compared to Sorcerers. They need MORE. Two very situational inflicting spells isn't enough.
|
|
|
Post by horbag on Mar 18, 2020 9:20:47 GMT
last night i saw me a RDD which (for some odd reason) made me think of how they too could get a kind of buff that would stay tru to the dragon's imm they chose and this is actually that for some reason sticks with me: what if according to whatever elemental they are imm to (cold for blue ones in this case) they get an area wide epic that increases all damage from that type by 25% (only when they have 30 levels RDD) that lasts 10 min (i don't work well with rounds and such) cold dragon -> can use blizard of cold acid dragon -> toxifying rain fire dragon -> burning sun elektric dragon -> lightnings fury sonic dragon (not even sure this one exist ) -> thunders call
|
|
|
Post by dopplegang on Mar 18, 2020 16:13:08 GMT
as usual, PDK at this time has been so obsolete for so long that is does not even make the list anymore.
|
|
|
Post by dopplegang on Mar 18, 2020 16:16:03 GMT
I dont realy play my AA since long time, they do so few dmg you feel near useless, they are supposed to be high experts in using bow then they should do better dmg you should give them another chance TC, they have come along way in regards to damage
|
|
|
Post by Paradoom on Mar 18, 2020 17:26:38 GMT
BFM specific orbs (fire, magic) are broken. Their AB is gimped and weaker than a normal sorc/wiz. They dont scale with quasi status and thus miss alot more. Slingers got a few nice ups, but could use some more love. - XR race is a big disapointment, esp. the survivability in comparison to furchin is alot worse (less Con and loss of 50% Cold imm) Right now it is more like a Bur alternative with XR flag. The wanted damage up is a measly 2-3 points physical, due to the stats from the strength mod per hit, at best. And that´s before DRs and resists. It might be meassurable but.... I think statspread and feats have to be redone. - DR drop if no special bullets are used. I cannot even tell if that works, I see no difference. Also I basically am using special bullets all the time. Might be an idea to grant that permenantly independently from the specials. - No Ego until today. Ideas: Increased aura of the healing bullets, or gain the healing effect on yourself even from a distance (very EGOistic ). Grant "Healing-Bullets" the power work against undead doing extra damage (at least single target if not even aoe like the effect for the group). - Specialty ideas for spells of the class: Healing Circle for Slingers lasts 15x as long, Massheal radius doubled, true rez also grants regeneration and 50% neg immunity and/or imm to death effects for 2 rounds. Cold weapon buff has an extra dice instead of one less (so 5 instead of just 3).
|
|
|
Post by gladi8or on Mar 18, 2020 23:53:30 GMT
I think pure rogues could use some help. As they currently stand their damage is sub par. One nice thing about them is their ability to upgrade picks. My recommendation is the ability to create picks. If they were to automatically get something like the rucksack of repetitive lock picks that falls in Uro at 40 levels of rogue, that would be a nice addition. They cannot buff themselves and have no other abilities than being able to upgrade picks. Perhaps a rucksack that does not expire after a certain number of uses and just produces +24 picks would be nice. I honestly don't think that's a stretch and you would see one in every party. Another option is bringing back trapping. I know that in the past traps were too op. Now, they really aren't used because they do very little. If you dissect most parties, the picker is usually a splash of rogue rather than pure.
|
|
|
Post by FunkySwerve on Mar 19, 2020 4:28:47 GMT
RDD specific orbs (fire, magic) are broken. Their AB is gimped and weaker than a normal sorc/wiz. They dont scale with quasi status and thus miss alot more. Do you mean BFM? Funky
|
|
|
Post by Paradoom on Mar 20, 2020 17:58:57 GMT
FunkySwerve ah yes you are correct, BFM it is. But I think DSM has the same trouble, just dont have one to check it for myself.
|
|
|
Post by tomaan on Mar 21, 2020 16:21:00 GMT
Not saying you should add all these things to all these classes, but here are some thoughts:
Smiters CONCEPT: unleash the power of the gods Change from AB to will save Players can choose smite impact (must rest first): damage toggle (existing), mass party heal, max party damage (all attacks that turn do max allowable damage), Mass KD, Mass Disarm
DWD CONCEPT: hard-to-kill support tank use CON for ability checks if higher than regular ability Auto pick up all KD party members within radius Auto re-arm all disarmed party members within radius Axe Shield AC applies to all axes
Monk (Monks are already so strong defensively that I'm a little hesitant to give them any offense.) change glove enchantment to Monk level (pre-ll) damage toggle to gloves: magic/div for (Wis modifier/3) dice
Blackguard CONCEPT: leader of minions Create undead creates "shadow" legions that don't damage enemies but distract them/draw their fire Buff Epic Fiendish servant to survivable levels (i.e. AC 125-135, AB 80-90, Concealment 50-60%, etc.)
xDD CONCEPT: it's a dragon increase curse radius change wing buffet and dragon breath to d20 breath DC is xDD level + CON modifier pure xdd is immune to KD
AA CONCEPT: melee from distance shield AC to AA bows = wis modifier (wis modifer/2 with Zen Archery feat) increased movement speed by +0.5 m/s at AA 25, 35, 45 hail of arrows damage doubles to d8 for pure AA seeker arrow damage bypasses crit immunity
Assassin CONCEPT: 1 big punch penetrating strike bypasses crit immunity for pure Assassin but isn't impacted by assassin's crit damage multiplier honed weapon DC = Assassin level + 3/4 STR/DEX modifier (whichever is higher) + 3 per Assassin level over 29
ShadowDancer CONCEPT: leech/drainer Shadow rift has vamp regen effect Shadow rift drains STR, CON,or DEX Shadow rift drains dodge or shield AC
|
|
|
Post by woqued on May 2, 2020 16:31:04 GMT
Dragon Disciple buff idea: At Epic Toughness 10, Partial Critical Immunity (STR modifier * 2)%. If their SR doesn't already scale with PLs, allow their SR scaling continue at Paragon Levels at 1 sr per 2 pl (to a cap of 80, from current 70) - or if you go/went wild, 1 sr per 1 pl up to 90, but that seems excessive.
This would drive in their position as a very tanky frontliner.
|
|
|
Post by woqued on May 10, 2020 7:15:23 GMT
Lifethreader buff ideas:
Cleric 30 unlocks !damdi as damage type for Divine on threading. Count WM as Cleric CL same as Staffy does with WM/Wizard at minimum. I would suggest half or full for a set of spells instead of a list of spells but the 1/2 of wm levels as cl would mean 30/10 spread would be too good opposed to other spreads due to the access to CL:55 DP - would make the other WM spreads nigh-meaningless unless they have full CL from WM levels for these set spells. I propose counting WM levels as 1:1 Cleric levels for this set of spells.
Healing and buff spells with Cleric/WM full CL so GR/Healing Circle/UEF/Frost Weapon/Flame Weapon etc don't last a miniscule duration and/or have miniscule CL; they are already short on slots due to using them for their class feature and are inferior as battlecasters. Short suggested list for "full" (Cleric+WM) CL spells: 9:Undeaths Eternal Foe 8:Aura vs. Alignment 7:Greater Restoration, Regenerate 6:Energy Immunity, Greater Dispel 5:Augury, Battletide, Break Enchantment, Healing Circle, Life's Grace, Spell Resistance, Monstrous Regen 4:Death Ward, Least Spell Mantle, Freedom of Movement, Greater Magic Weapon, [MAYBE? Divine Power] 3: Darkfire, Frost Weapon, Prayer, Magic Vestment 2: Resist Elements 1: Divine Favor, Endure Elements, Entropic Shield, Shield of Faith, Doom
Arguable: Divine Power. They are still 1h, limited to sickle and they do not have access to Gate - those are the benefits left to regular Battleclerics over them even if they had full CL to EVERYTHING - but they don't and they presumably won't.
Spreads would still be the same as before namely as:
30/10 would have same CL as 20/20 as long as Cleric CC; but - 30C/10WM would have epics, bigger healing as currently but also Divine as damage option - 20C/20WM has more dmg and better damage types but no epics - both would have 60 CL for the stuff they need *(or in case of 1/3 WM levels applying for CL, minimum 40 Cleric + 1/3*20 rounded down = 46 - and most importantly, above 41 for supportive stuff, DP 45+, Weapon Buffs 46 for 4 dice) - 26/14, 25/14/1 spreads for some of both worlds + splash option. All of this would stay the same, more or less - the decisions would revolve around the same choices - do you prioritize damage or healing, you just wouldn't have to forsake all your buffing and supporting power for it, only the healing, potential divine dmg and epics part.
|
|
|
Post by magecat on May 10, 2020 14:20:47 GMT
I think pure rogues could use some help. As they currently stand their damage is sub par. Rogues suffer from a low number of attacks. A well built melee rogue can do damage, they just hit a lot less often than other melee classes. At one point in our history, Rogues were the premier crossbow class, and addressing a similar issue, extra attacks were tacked onto the weapon. The complaint back then was that the weapon path continued into LL but the ammo did not(L40 Divine Ping infinite ammo), resulting, at that time, in the same non-competitive output. In the past, Dual Wield Defense was suggested as a possible addition to the feat set. Perhaps something along that line with pure Rogue and Legendary Character as controls. After that, include +1/x levels of Rogue. That would make an investment in a dual wield path pay off without making it cost prohibitive. . . . . (Side note: mis-spelling of after in the bolt description, but I don't know if it is still there)
|
|