EzekielRaiden said:
I'll just leave it at this: You shouldn't have to make sacrifices for fluff. Everything should be fluffy, and everything should be empowered. There is no such thing as "when everyone is special, no one is special," because such a statement is inherently self-contradictory. (It only works by exploiting different senses of "special.") Fluff should be mandatory for every class, even if people choose not to do anything with it. Ability to affect the game world should be mandatory for every class, even if people choose not to do anything with it. If the designers expect all characters to be involved in combat, that too should be a mandatory skillset even if people do not decide to use it.
You're not wrong. And I do retract and apologize for using the specific "you" instead of generic "player" when describing who is/n't a RP-er; I didn't intend to single you out specifically.
After I re-read our initial posts, it occurred to me that the 4e Seeker was a flavorful but inherently flawed "build" when compared to other Controllers (Essentials AND otherwise). It seemed that one might have had to Hybrid with Ranger just to make it semi-"viable"... but 4e was also a different beast than 5e.
I feel that 5e is trying to turn away from "leet powerz" and focus more on the story-telling aspects of D&D. I guess if a person is always trying to compare their class with other classes, one will be 'better' than another. To me, 'different' is not the same as 'better'. I do agree that Warlocks appear to be lumped in with other caster classes, but practically every class has at least some spell-casting or spell-equivalent abilities.
The Warlock is a hard class to describe to new players. Truly, it's a tough balance. But if one were to line up the Cleric, Wizard, Sorcerer and Warlock spells-per-level charts side by side, one would see that the Warlock is the only one without full casting progression. One might assume, then, that spell-casting is not the Warlock's focus; they're dabblers, and the fluff supports this as "borrowing" power from their Patrons. Some of that power is "locked in" via Invocations, some is standard spell-casting, and some comes with their Pact... so, in a sense, a Warlock is a pre-fab 'caster' with an assortment of tricks, tricks that require some system know-how to properly judge their efficiency.
Also, assuming your game does not allow Feats, every character's base combat ability improves at the same rate, Proficiency + Str/Dex. I don't understand why people are upset that Hexblades don't do "as much damage" as... what, warriors?... with their weapon. You get to materialize any weapon you choose and it counts as magic. That's pretty awesome. Why is that not enough?