SpydersWebbing
First Post
Certainly! (Sorry for delay, was going out)
It denies them power usage.
Why? Because the Power Point scaling for the powers is meant to be that, at the full power point usage (that it includes a half-power usage is pretty much gravy), that it equals a non-PPUP classe's encounter power. Thus at 1, 3, and 7, they get 2 PP each, for a total of 6 PP. So, a 10th-level PPUP can use three full-bore powers at 2 PP each for the equivalent of 3 encounter powers, which the non-PPUP class can.
So, then, doubling the cost to 4, 8, etc, directly cuts their power usage in half. A level 11 PPUP is only guaranteed 6 PP (since they don't HAVE to take a paragon path that grants PP), so making their highest augment 4 points instead of two means they can use precisely one full-scale power an encounter, and then one half-scale power, and then they're dry.
Adding this to the general crappiness that is the PPUP at epic (because they don't get a 2[W] or extra dice), and that would, again, without making more changes, make the classes punitively unplayable.
Brad
Ah, I see. That makes sense. You bring up another point: low damage at epic tier. I'm really not concerned with the extent of house-rules (my books are pretty marked up with them by this point), so upping the damage at epic tier should help?
Battlemind- Mind Spike isn't the greatest defender mark, but it functions well enough if you know how to use it (a lot of players don't) and doesn't need to be hacked. However, why they didn't start with a feature, let alone get a feat, to use Con for attack/damage of melee basic attacks is beyond me. They could really use that.
Please enlighten me then. I've had a Battlemind in my games for the last few months, and he hasn't gotten to use the darn thing once. Am I doing something wrong, as his DM? If I am I'd love to know so I can help him feel useful as a defender.
I was planning on fixing that by having the assassin's shrouds represent the assassin making his own shadow a force to be reckoned with. Each round he invokes he makes the shroud deadlier and deadlier, until he unleashes it as an independent being at his foe. Gets rid of the inflexibility of the shrouds, and looks cooler in my head.Assassin- The only thing they really have is spike damage. They have no consistency. They have 1d6 per round (similar to Warlocks) but with no way to Shroud multiple target, or gain bonuses if that shroud target dies. They also have no real control like Warlocks or off-turn attacks like Rangers.
Now I love my Assassin. They have fun mid-ranged powers, and can easily stick to there target, either teleporting with-in reach or blasting him form mid-range and also has really nifty encounter powers (Which have been helpful in and out of combat.). The biggest problem with the assassin is how it's meant to be played doesn't happen very often. Preplanned attacks are what make the assassin. While most classes can charge right in and mess stuff up, the assassin is best if he waits for combat, building up assassin shrouds on the biggest target without him knowing, and then in one solid movement strike. However, this only works to the assassins benefit, and most other classes will just want to jump right into combat. Also there is the times when the enemy already knows you are there before or as soon as you find them, or you are unable to get into a position where you have the advantage.
Also, a better damage boost per tier would help.
The d10 thing when you've attained four shrouds should help. Are you saying that the static bonuses should be higher as well?