I've got some more comment from the player that wants to play one... He doesn't like a lot of the changes. Maybe you can explain some things...
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I definitely don't like the percentages on difficult terrain movement. Those percentages do NOT make movement simple.........
The way it without this power is 50% and 75%, is 60% and 90% that much more difficult? Refer to the chart at the bottom left of the PHB on page 261. I figured percentages would be easier that fractions. Just multiply the distance by .6 or .9 instead of .5 or .75.
I kind of don't like the silk being an encounter ability now. That means you have to keep taking rests while spinning a rope.
All of a sudden Big Spinner isn't as good, now that it leaves the silk powers more than half-neutered..
The silk powers were a bit over-powered as they were. They needed limits more in keeping with 4th edition. It is still a viable power. Of course, the DM may feel free to change anything they wish. If you wish to use the power from an earlier revision, then please do
You now lose a CLASS-given power when you metamorphose...?
I think the Fragile Wings trait was simpler than the Surge of Flight powers...
The Coleophite's Hard Shell ability being changed from a handful of extra hp to an encounter power (damage resistance) that you have to give up one of your class utility feats for.
Well, if you think about it, the metamorphosis feats used to give you THREE powers for one feat; that is a bit unbalanced when no other feat comes close to that. The way it adds up now: you trade silk for flying, you get mid-leg enhancement for free, and you trade a lower level class power for higher level feat power. It balances out much nicer now. The original flying mechanic has all sorts of power issues for PCs, and frankly I was inundated with emails telling me so, offering me detailed charts and statistics, and basically discrediting the entire product because "at will flying, especially with Hover, is FAR too powerful." I agree, in some rare circumstances and cases of radical min/maxing at-will flying can be unbalancing. Therefore, the new mechanic was designed to fix that. In many ways, if offers the same thing, but with a better flying speed.
I feel the coleophite's power is much better than the glorified toughness feat that it used to be. This way you can go up and attack, then hunker down and take some massive blows in return. It can actually save a lot more hps than the other description gave you. And you can always take toughness if you want extra hitpoints.
I'm.. really not sure of the Farfalite's Flutter power as an encounter ability. I admit it was a bit too powerful as an at-will, but as an encounter, I don't see it every getting used, because you'd have to try to predict getting hit... It would've been better as an at-will that gives you a doge bonus to AC and Reflex. (Since you have to expend a move action and not move while using the power, I think as a bonus instead of the original 50% miss, it would still be balanced as an at-will power..
Flutter works until you are hit, or you move. It stays in effect until then. If using ranged attacks, it is very effective, and that is what it was basically intended for. Imagine flying up to the top of a tower, activatng flutter, and sniping targets knowing that their first strike against you would be at 50%) For a feat, thats pretty good, IMO.
Larvite Leviathan is gone as the epic progression to Larvite Lifer...
There is no epic progression feats for the other metamorphosis feat either. We 1) didn't want to give the larvite lifer advantages over the other forms, and 2) the Large size has been deemed unbalanced.
I hope that this address most of your concerns. Of course, the DM can alter the rules, or use an earlier revision...whatever works best for their game. As a publish, I have to release material that will be balanced in MOST games, and I feel the Entobian is now on par with the Eladrin and Tiefling in power and balance, and way ahead in options.