Post by zentraxius on Sept 5, 2020 19:07:02 GMT
Improvements for classes - note these are not "class needs all of these to be good" but more of a "these are areas they look weak in, here are suggestions for potential fixes" I don't claim these to be the only solutions, but they sound good to me at least on paper.
Barbarian - Primary issue stems from lack of defense, suggest potential buff to rage aura - perhaps blinding effect for pure barbarians(enemies who fail check against fear aura are blinded)
And/or, sonic damage caused by barbarians with thundering rage cannot heal, thundering rage adds up to 12d10 sonic, but is somewhat unuseable due to some enemies healing from it.
And/or buff mighty rage - adds constitution modifier * 3 to your physical damage
Rogue - Variety of issues to choose from, questionable defence (Nice/decent AC, potentially gimped self conceal, typically low hp/not crit immune, vulnerable to simply dying at a moments notice, terrible fort) and amongst the worst offence (sneak attack caps at 20d6 for pure rogue, when weapons have properties such as 6d12 dmg to multiple types, or at a more extreme - looking at XR weapons, 8d12 to 3 types as a baseline before weapon buffs, a rogues 20d6 bonus is irrelevant, especially once you consider the following: It only triggers some of the time (have to be within close range if using ranged weapon, only if they aren't attacking you, and it only ignores immunity to sneak attacks *some* of the time*) and doesn't scale well with crits, and has to land in the first place: rogues have awful AB, between low BAB, missing an attack per round, and no strength bonus, rogues are effectively harmless and can die at the drop of a hat if an enemy rolls through their conceal.
Suggestions:
*Allow rogues using sneak attack to completely ignore concealment against targeted mobs, and/or bypass partial damage reduction and immunity for their sneak attack.
Example: 20d6 "rogue" damage, bypasses half of physical immunity, similar to Force damage
*Grant rogues additional attack per round at max AB || grant rogues a bonus to AB in LL, such as +2 ab per 3 LL || allow rogues to "reroll" missed attacks 1/2/3 times per round
*Increase sneak attack damage for pure rogues, increasing to d8/d10/d12 at level 40/50/60
*Buff defensive roll - unlimited uses per day instead of just 1, or perhaps regaining a use every minute or so, with DC being = to the attackers HD instead of dmg (you're not passing that reflex save otherwise) eg- defensive roll "Take half damage from an otherwise fatal attack once per minute"
*Thieves Touch - rogues can utilize a class secret or some such to create a stack of untradeable +xx thieves tools(eg +24-30) : this would heavily assist the fact that most locked chests in higher LL simply go unopened because the loot is literally not worth the lockpick.
Paladin - Primary issues seem to be that paladin is just inferior to COT when built as strength, and has glaring issues when built as CHA that render them next to useless in a number of situations
If str to get crit immunity - at 40 str a paladin is simply weaker than COT in both damage and durability, paladins primary "uniqueness" compared to COT is their smite ability, which is gimped as listed below
*If a paladin stacks CHA to be a viable smiter, they have a number of issues. Greater smite *peaks* at 100ab, whereas proper melee/tanks can reach 110 or more fairly reliably, making greater smite a somewhat long cooldown ability that's not guaranteed to land. Despite doing upwards of 1600-2000 damage, a COT can crit over 1k with decent weapons/buffs fairly often, and GS does *not* benefit from 2h weapon bonus, despite a max cha paladin being practically shoehorned into using a 2h due to divine shields AC bonus being Shield AC leading to shields being almost redundant. This is further made to be an issue with the fact that the *only* viable weapon choice for a CHA paladin wanting to have feasible AB, being a Rapier due to the Rapier Wit feat, which removes the 2h bonus unless you're small stature. Finally, due to the alignment requirements, smite flat out doesn't work "at all" against a number of areas, such as limbo.
Suggestions:
*Paladins with 50 or more CHA are immune to critical hits with divine shield
*Greater smite AB increased by CHA modifier / 1/2 cha modifier etc
*Paladins with 40/50 cha have their cha modifier added to their AB during divine might
*greater smite damage continues to increase during paragon levels, paragon smiting etc
*smite alignment requirement ignoreable with xyz requirement being met (eg 40 str, 50 cha, a paragon feat to allow you to smite neutral foes, another one to let you smite good foes)
Fighter - Not experienced with enough to give feedback
Ranger - Not experience with enough to give feedback
Cleric - Not experienced with enough to give proper feedback
Bard - Not experienced with enough to give suggestions for improvement
Wizard - What, lorewise, should be superior to sorcerer, is in fact, inferior in basically every way to sorcerer. They can sacrifice the ability to use 2 entire schools altogether to obtain a +(2?) DC to a chosen spell school. They have to pre-memorize their spells ahead of time and thus need to know the fights front and back to have proper responses available, and ultimately have significantly less spell slots than sorcerers. (TLDR: #1 weakness is sheer lack of spell slots with no added bonus of relative value, beyond that their spells aren't really stronger than a sorcerers or different at all)
Suggestions:
*Wizards gain +1 to dc of all spells every (5/10?) levels during LL
*Wizards gain an additional x spell slots per x levels (4 spell slots to all levels per 10 wizard levels for instance, +16 at 40)
*Wizards gain +100% additional spell slots from items/INT
*Wizards gain infinite usage of cantrips, as well as level 1/2/3/4 level spells every 10 levels (level 10 = infinite level 1 spells, 20 is lvl 2, etc)
*There was a suggestion I've heard floating around to give wizards unlimited usage of their specialized school - might be OP to have unlimited usage of an entire school, perhaps specializing in a school gives you unlimited usage of a particular spell or an item that casts a spell at (casters level) infinite times per day.
*Additional bonus to specializing in schools, such as useable summons for conjuration, increased magic missile damage for evocation, free paragon spell knowledge of that spell, etc, the DC bonus hardly feels worth the loss of 2 schools as it currently stands (Example: Specialization in evocation allows you to add arcane damage damage to evocation spells, mirroring the base dmg of the spell * 0.5, conjuration lets you have two summons/both stronger, necromancer lets you summon a bone spirit to ward you and your party against things, etc, can go into further detail if needed)
Sorcerer - See wizard, currently no issues seen with sorcerer due to wizard.
Druid - Main concerns revolve around lack of animal empathy targets at 40+ and the druid stone "class secret" being actual garbage.
Monk - Unarmed seems garbage, missing stats/gear due to using an armor slot as a weapon and nothing in hand, perhaps "monk torch" or "monk shield", let monks not trigger kickback, bypass partial damage reduction, etc.
Barbarian - Primary issue stems from lack of defense, suggest potential buff to rage aura - perhaps blinding effect for pure barbarians(enemies who fail check against fear aura are blinded)
And/or, sonic damage caused by barbarians with thundering rage cannot heal, thundering rage adds up to 12d10 sonic, but is somewhat unuseable due to some enemies healing from it.
And/or buff mighty rage - adds constitution modifier * 3 to your physical damage
Rogue - Variety of issues to choose from, questionable defence (Nice/decent AC, potentially gimped self conceal, typically low hp/not crit immune, vulnerable to simply dying at a moments notice, terrible fort) and amongst the worst offence (sneak attack caps at 20d6 for pure rogue, when weapons have properties such as 6d12 dmg to multiple types, or at a more extreme - looking at XR weapons, 8d12 to 3 types as a baseline before weapon buffs, a rogues 20d6 bonus is irrelevant, especially once you consider the following: It only triggers some of the time (have to be within close range if using ranged weapon, only if they aren't attacking you, and it only ignores immunity to sneak attacks *some* of the time*) and doesn't scale well with crits, and has to land in the first place: rogues have awful AB, between low BAB, missing an attack per round, and no strength bonus, rogues are effectively harmless and can die at the drop of a hat if an enemy rolls through their conceal.
Suggestions:
*Allow rogues using sneak attack to completely ignore concealment against targeted mobs, and/or bypass partial damage reduction and immunity for their sneak attack.
Example: 20d6 "rogue" damage, bypasses half of physical immunity, similar to Force damage
*Grant rogues additional attack per round at max AB || grant rogues a bonus to AB in LL, such as +2 ab per 3 LL || allow rogues to "reroll" missed attacks 1/2/3 times per round
*Increase sneak attack damage for pure rogues, increasing to d8/d10/d12 at level 40/50/60
*Buff defensive roll - unlimited uses per day instead of just 1, or perhaps regaining a use every minute or so, with DC being = to the attackers HD instead of dmg (you're not passing that reflex save otherwise) eg- defensive roll "Take half damage from an otherwise fatal attack once per minute"
*Thieves Touch - rogues can utilize a class secret or some such to create a stack of untradeable +xx thieves tools(eg +24-30) : this would heavily assist the fact that most locked chests in higher LL simply go unopened because the loot is literally not worth the lockpick.
Paladin - Primary issues seem to be that paladin is just inferior to COT when built as strength, and has glaring issues when built as CHA that render them next to useless in a number of situations
If str to get crit immunity - at 40 str a paladin is simply weaker than COT in both damage and durability, paladins primary "uniqueness" compared to COT is their smite ability, which is gimped as listed below
*If a paladin stacks CHA to be a viable smiter, they have a number of issues. Greater smite *peaks* at 100ab, whereas proper melee/tanks can reach 110 or more fairly reliably, making greater smite a somewhat long cooldown ability that's not guaranteed to land. Despite doing upwards of 1600-2000 damage, a COT can crit over 1k with decent weapons/buffs fairly often, and GS does *not* benefit from 2h weapon bonus, despite a max cha paladin being practically shoehorned into using a 2h due to divine shields AC bonus being Shield AC leading to shields being almost redundant. This is further made to be an issue with the fact that the *only* viable weapon choice for a CHA paladin wanting to have feasible AB, being a Rapier due to the Rapier Wit feat, which removes the 2h bonus unless you're small stature. Finally, due to the alignment requirements, smite flat out doesn't work "at all" against a number of areas, such as limbo.
Suggestions:
*Paladins with 50 or more CHA are immune to critical hits with divine shield
*Greater smite AB increased by CHA modifier / 1/2 cha modifier etc
*Paladins with 40/50 cha have their cha modifier added to their AB during divine might
*greater smite damage continues to increase during paragon levels, paragon smiting etc
*smite alignment requirement ignoreable with xyz requirement being met (eg 40 str, 50 cha, a paragon feat to allow you to smite neutral foes, another one to let you smite good foes)
Fighter - Not experienced with enough to give feedback
Ranger - Not experience with enough to give feedback
Cleric - Not experienced with enough to give proper feedback
Bard - Not experienced with enough to give suggestions for improvement
Wizard - What, lorewise, should be superior to sorcerer, is in fact, inferior in basically every way to sorcerer. They can sacrifice the ability to use 2 entire schools altogether to obtain a +(2?) DC to a chosen spell school. They have to pre-memorize their spells ahead of time and thus need to know the fights front and back to have proper responses available, and ultimately have significantly less spell slots than sorcerers. (TLDR: #1 weakness is sheer lack of spell slots with no added bonus of relative value, beyond that their spells aren't really stronger than a sorcerers or different at all)
Suggestions:
*Wizards gain +1 to dc of all spells every (5/10?) levels during LL
*Wizards gain an additional x spell slots per x levels (4 spell slots to all levels per 10 wizard levels for instance, +16 at 40)
*Wizards gain +100% additional spell slots from items/INT
*Wizards gain infinite usage of cantrips, as well as level 1/2/3/4 level spells every 10 levels (level 10 = infinite level 1 spells, 20 is lvl 2, etc)
*There was a suggestion I've heard floating around to give wizards unlimited usage of their specialized school - might be OP to have unlimited usage of an entire school, perhaps specializing in a school gives you unlimited usage of a particular spell or an item that casts a spell at (casters level) infinite times per day.
*Additional bonus to specializing in schools, such as useable summons for conjuration, increased magic missile damage for evocation, free paragon spell knowledge of that spell, etc, the DC bonus hardly feels worth the loss of 2 schools as it currently stands (Example: Specialization in evocation allows you to add arcane damage damage to evocation spells, mirroring the base dmg of the spell * 0.5, conjuration lets you have two summons/both stronger, necromancer lets you summon a bone spirit to ward you and your party against things, etc, can go into further detail if needed)
Sorcerer - See wizard, currently no issues seen with sorcerer due to wizard.
Druid - Main concerns revolve around lack of animal empathy targets at 40+ and the druid stone "class secret" being actual garbage.
Monk - Unarmed seems garbage, missing stats/gear due to using an armor slot as a weapon and nothing in hand, perhaps "monk torch" or "monk shield", let monks not trigger kickback, bypass partial damage reduction, etc.