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Adventurer's Vault 2 Playtest
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<blockquote data-quote="Doctor Proctor" data-source="post: 4589311" data-attributes="member: 78547"><p>Yeah, I think most of what you said is the right way to look at it. With such a small space, the PC's will be at a large disadvantage as well. There's a <em>ton</em> of striker powers that allow you to do things like shift twice your speed in order to get out of trouble...in a 5x5 square, such things are useless. The PC's are in just as much danger as the monsters.</p><p></p><p>Sure, I guess if you've got a couple Tempest Fighters or TWF Rangers, you might be alright...but that's a very specific party build for high damage, and with those kinds of players they would've been able to lock down and decimate individual enemies anyway.</p><p></p><p>Another thing that's being missed here I think is that it's going to be hard to cherry pick which enemies end up in orb. The easiest ones to get in or course, would be the Brutes and Soldiers. They'll be out in front engaged with your Defenders anyway, so it's just a matter of moving up your back row and activating the orb. Those are also the enemies that will be least affected by the orb in terms of losing their ability to maneuver around the battlefield.</p><p></p><p>And yes, while the part has a lot of powers that allow for push/pull/slide effects, those are usually encounter and/or daily powers. How many powers are you going to expend to get half a dozen enemies into that sphere? Most of your push powers will be useless unless the enemy was already in your back row mixing it up, which means you'll need to rely on the less common pull/slide powers. About the only really cheap one for doing this would be the Fighter's Come and Get It and it's higher level versions. Even still, unless he runs into the enemy back row, he's mostly likely going to be drawing in Brutes and Soldiers.</p><p></p><p>Basically, as long as you're not treating like any mundane item where the party can enchant one or buy one in a shop, then I don't see a problem with it. By keeping it limited to just <strong>one</strong> per party it's going to be a once a day power that they can use. Also, as Walter pointed out, while the Artificer can recharge items that is a class that's in playtest right now too. When these things actually come out "officially" it's possible that many properties of each will be changed (I know they were talking about completely redesigning the Artificer's ability to heal, for example). If, at that point, having an Artificer in your party means you can recharge this thing on a short rest for 50gp or something ridiculous, <em>then</em> you can cry nerf. Until then though, I don't see how this will really screw things up <em>that</em> bad.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4589311, member: 78547"] Yeah, I think most of what you said is the right way to look at it. With such a small space, the PC's will be at a large disadvantage as well. There's a [I]ton[/I] of striker powers that allow you to do things like shift twice your speed in order to get out of trouble...in a 5x5 square, such things are useless. The PC's are in just as much danger as the monsters. Sure, I guess if you've got a couple Tempest Fighters or TWF Rangers, you might be alright...but that's a very specific party build for high damage, and with those kinds of players they would've been able to lock down and decimate individual enemies anyway. Another thing that's being missed here I think is that it's going to be hard to cherry pick which enemies end up in orb. The easiest ones to get in or course, would be the Brutes and Soldiers. They'll be out in front engaged with your Defenders anyway, so it's just a matter of moving up your back row and activating the orb. Those are also the enemies that will be least affected by the orb in terms of losing their ability to maneuver around the battlefield. And yes, while the part has a lot of powers that allow for push/pull/slide effects, those are usually encounter and/or daily powers. How many powers are you going to expend to get half a dozen enemies into that sphere? Most of your push powers will be useless unless the enemy was already in your back row mixing it up, which means you'll need to rely on the less common pull/slide powers. About the only really cheap one for doing this would be the Fighter's Come and Get It and it's higher level versions. Even still, unless he runs into the enemy back row, he's mostly likely going to be drawing in Brutes and Soldiers. Basically, as long as you're not treating like any mundane item where the party can enchant one or buy one in a shop, then I don't see a problem with it. By keeping it limited to just [B]one[/B] per party it's going to be a once a day power that they can use. Also, as Walter pointed out, while the Artificer can recharge items that is a class that's in playtest right now too. When these things actually come out "officially" it's possible that many properties of each will be changed (I know they were talking about completely redesigning the Artificer's ability to heal, for example). If, at that point, having an Artificer in your party means you can recharge this thing on a short rest for 50gp or something ridiculous, [I]then[/I] you can cry nerf. Until then though, I don't see how this will really screw things up [I]that[/I] bad. [/QUOTE]
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