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July Errata is up

Aegeri

First Post
I don't really get the point of resurrecting the Magic Missile sacred cow.

Why not? Magic missile has fallen pretty far behind in terms of how good it is these days and it doesn't really compare to other wizard at-wills. It's now a different choice that has a role, albeit a niche role I will give you, within the general wizard at-wills.

I still wouldn't take it over chilling cloud, phantom bolt and such forth though. But I might have it as a third at-will or if I needed auto-damage for something.
 

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Nifft

Penguin Herder
Hey, I'm just glad for the change of pace. I wasn't trying to saying anything about broken builds, you were, but I wasn't. No sarcasm, I really do like the fact that someone is complaining about a power speeding up combat.
If you like fast fights, you should hate the new MM. The damage is nerfed to the point that it's going to slow down combats against anything except Heroic-tier minions, unless you go out of your way to optimize for it.

It's not just a "change of pace", it's a rather major nerf to the power.

(If they made this version of Magic Missile a Minor action, it would be interesting.)

Cheers, -- N
 

I don't really get the point of resurrecting the Magic Missile sacred cow.

I can name one. As it stood previously, Magic Missile was boring. It really didn't do anything, and when you crunch the numbers it was the worst At-Will Wizard had outside of a few corner cases. Magic Missile is a D&D icon. Whatever it is, it shouldn't suck and it shouldn't be boring. In an attempt to make it interesting, they went back to Magic Missile's roots.
 


If you like fast fights, you should hate the new MM. The damage is nerfed to the point that it's going to slow down combats against anything except Heroic-tier minions, unless you go out of your way to optimize for it.

It's not just a "change of pace", it's a rather major nerf to the power.

You lost me there. The old MM did 2d4 base which averages to 5; the new MM does a flat 2. That's a loss of only 3 damage, in exchange for never missing, which is a great tradeoff.

And what's faster: rolling attack and damage, or just saying "I move here and deal 7 damage. Done." In fact, one of the things that concerns me about the new MM is that it will shorten your turns so drastically that it will take all the enjoyment out of the game. Rolling dice is fun. Waiting 15 minutes for your turn, only to have your turn last 5 seconds, is not fun.
 

fanboy2000

Adventurer
So if it's in the MM, has a hp total, etc. it doesn't count as a deity.
This brings-up some interesting philosophical questions about D&D deities. Maybe their just really powerful mortals. The real deities, "lurk" about, keeping their presence hidden from everyone, and laugh every time one of the fake deities like Lolth get the beat down from a mortal.

Real deity: Ha ha! Orcus just owned by quartet of mortals. Who won the betting pool?
 

Shin Okada

Explorer
Final Confrontation, Frenzied Berserker's 20th-level daily, seems to have some trouble with the new free action update.

Effect: After the attack, you can allow the target to make a melee basic attack against you as a free action. If the target makes that attack, you can make a melee basic attack against it as a free action. You can repeat this effect until the target chooses not to make the attack.
 


Obryn

Hero
If you like fast fights, you should hate the new MM. The damage is nerfed to the point that it's going to slow down combats against anything except Heroic-tier minions, unless you go out of your way to optimize for it.
Is it, though? I'm trying to think on it, and I'm not sure it's a damage nerf at all over a whole combat. Each individual attack, sure. But over the whole combat?

Level 17 Wizard. Assume 50% to-hit, 22 Intelligence, and a +4 implement. Heck; make it a Staff of Ruin +4. Heck again - let's give him Weapon Focus.

Magic Missile (Old): 2d4+16, 50% hit rate. Or, .5*21 = 10.5 expected dpr. Crits, of course, throw this off a bit, but Wizards have few ways of increasing their crit range at this level.

Magic Missile (New): 3 base +6 Int +4 Implement. Reliable 13 damage every round, no misses, no crits.

-O
 

fanboy2000

Adventurer
If you like fast fights, you should hate the new MM. The damage is nerfed to the point that it's going to slow down combats against anything except Heroic-tier minions, unless you go out of your way to optimize for it.

It's not just a "change of pace", it's a rather major nerf to the power.
Sorry, I still love it.

And your still my favorite poster.
 

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