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Are Multiattacks a Problem?
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<blockquote data-quote="Gorgoroth" data-source="post: 5645169" data-attributes="member: 6674889"><p><strong>.</strong></p><p></p><p>"Twin Strike should have been to only effect two different targets."</p><p></p><p>So, rangers are defenders now? And when we fight enemies one on one, we do less damage than a fighter. Hmmm, no. Dual Strike at least lets fighters with scale and a heavy fighting shield mark two enemies, hit or miss. What benefit would rangers have for dual-wielding?</p><p></p><p>It is much, MUCH better to kill off one enemy faster than to spread damage around. The are already AOE strikers out there, we don't need to nerf the ranger to change his role from striker to defender, or to Aoe striker.</p><p></p><p>I'm all for giving Twin Strike a -2, -2 to hit, but for x sake, why do you people KEEP wanting combats to take forever? Are you going to remove Pit Fighters Extra Damage Action too? Make Lasting Frost 1/turn, fine, but you cannot get around the fact that static bonuses, such as weapon enhancements, armbands, and so on, are here to stay.</p><p></p><p>They cannot nerf armbands for the sake of bringing rangers lower than they are (they already are not the highest at-will DPR characters), without nerfing every other class out there. Action Point for your Warden with armbands? Whoops, sorry mate, you now have a disincentive to use action points, because you're costing yourself damage. Making stuff once per turn will only force rangers to use their minor action attacks on their turn and ready their twin strike for the enemies' turn. This is the kind of runaround fox/rabbit game you nerf-mongers want.</p><p></p><p>You cannot fix the stacking of this game without ruining several classes, and punishing every class. Grind is still a problem for many groups, who have DMs who do not hand out armbands or frost weapons willy nilly. They are uncommon items, the rule is already out there : Do not introduce all these vanguard and horned helms if you find them to be a problem in your game.</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 5645169, member: 6674889"] [b].[/b] "Twin Strike should have been to only effect two different targets." So, rangers are defenders now? And when we fight enemies one on one, we do less damage than a fighter. Hmmm, no. Dual Strike at least lets fighters with scale and a heavy fighting shield mark two enemies, hit or miss. What benefit would rangers have for dual-wielding? It is much, MUCH better to kill off one enemy faster than to spread damage around. The are already AOE strikers out there, we don't need to nerf the ranger to change his role from striker to defender, or to Aoe striker. I'm all for giving Twin Strike a -2, -2 to hit, but for x sake, why do you people KEEP wanting combats to take forever? Are you going to remove Pit Fighters Extra Damage Action too? Make Lasting Frost 1/turn, fine, but you cannot get around the fact that static bonuses, such as weapon enhancements, armbands, and so on, are here to stay. They cannot nerf armbands for the sake of bringing rangers lower than they are (they already are not the highest at-will DPR characters), without nerfing every other class out there. Action Point for your Warden with armbands? Whoops, sorry mate, you now have a disincentive to use action points, because you're costing yourself damage. Making stuff once per turn will only force rangers to use their minor action attacks on their turn and ready their twin strike for the enemies' turn. This is the kind of runaround fox/rabbit game you nerf-mongers want. You cannot fix the stacking of this game without ruining several classes, and punishing every class. Grind is still a problem for many groups, who have DMs who do not hand out armbands or frost weapons willy nilly. They are uncommon items, the rule is already out there : Do not introduce all these vanguard and horned helms if you find them to be a problem in your game. [/QUOTE]
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