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Battlerager Vigor limiting it - ideas?
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<blockquote data-quote="Kzach" data-source="post: 4849828" data-attributes="member: 56189"><p>This just made me realise that we're going about this the wrong way; we're finding solutions and then trying to make them balanced.</p><p></p><p>Instead, we should be working out what is a balanced and reasonable amount of THP to gain throughout the levels that keeps the class interesting and yet doesn't overshadow the other build choices.</p><p></p><p>It would seem that we've identified all the key issues, so first we should probably try to collate them as a reference. I'll try and put a few out there to start:</p><p></p><ul> <li data-xf-list-type="ul">Strength should be the primary stat and they shouldn't have a motivation for it not to be.<br /> </li> <li data-xf-list-type="ul">Con should be the secondary stat and they shouldn't have a motivation for it not to be.<br /> </li> <li data-xf-list-type="ul">Minions need to be a threat, not a speed-bump.<br /> </li> <li data-xf-list-type="ul">Needs to maintain the feel of an adrenaline-charged defender.<br /> </li> <li data-xf-list-type="ul">Should scale appropriately throughout the levels. Highs and lows are ok, but it should never be so powerful that it's a no-brainer choice or weak that it's not a contender.<br /> </li> <li data-xf-list-type="ul">Solve the issue of out of combat THP stacking.</li> </ul><p></p><p>EDIT: Hmm, this made me think of another possible solution: scaling the amount of THP to the threat. Minions are a low-level of threat so they don't get much benefit against them, standard creatures are a medium level threat so they get a medium level of THP, etc.</p></blockquote><p></p>
[QUOTE="Kzach, post: 4849828, member: 56189"] This just made me realise that we're going about this the wrong way; we're finding solutions and then trying to make them balanced. Instead, we should be working out what is a balanced and reasonable amount of THP to gain throughout the levels that keeps the class interesting and yet doesn't overshadow the other build choices. It would seem that we've identified all the key issues, so first we should probably try to collate them as a reference. I'll try and put a few out there to start: [LIST] [*]Strength should be the primary stat and they shouldn't have a motivation for it not to be. [*]Con should be the secondary stat and they shouldn't have a motivation for it not to be. [*]Minions need to be a threat, not a speed-bump. [*]Needs to maintain the feel of an adrenaline-charged defender. [*]Should scale appropriately throughout the levels. Highs and lows are ok, but it should never be so powerful that it's a no-brainer choice or weak that it's not a contender. [*]Solve the issue of out of combat THP stacking. [/LIST] EDIT: Hmm, this made me think of another possible solution: scaling the amount of THP to the threat. Minions are a low-level of threat so they don't get much benefit against them, standard creatures are a medium level threat so they get a medium level of THP, etc. [/QUOTE]
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