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Casters Nerfed, Melee Ascendant (3.5)
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<blockquote data-quote="Celtavian" data-source="post: 912282" data-attributes="member: 5834"><p><strong>Re</strong></p><p></p><p>The changes I have seen so far really aren't that big. <em>Haste</em> has been returned to its previous versions. I really enjoyed the extra spell casting action, but even I'll admit that it made my sorcerer seriously outshine the group.</p><p></p><p><em>Disintegrate</em> did not really need to be changed, but it still sounds like a very potent spell.</p><p></p><p>Hold spells are still useful, but now they truly are only good for a coup de gras attack. Multiple saves on hold spells will make it much harder to capture PC's or NPC's without beating on them alot first. I know for many the Hold spells were used mostly to coup de gras enemies, but we used them to capture enemies as well. We would cast a hold on a single enemy, kill his compadres, and then question the held individual. Will be real hard to continue this practice.</p><p></p><p>I didn't use the buff spells all that much anyway. I never liked it when other players buffed themselves up for the duration of the game either. Ability buffs should be useful for only a combat or two, not all day. Heck, even a 3rd level cleric could buff their strength up for 3 hours.</p><p></p><p>So far, I haven't seen any changes that will make arcane casters useless. I feel only a person who is not well-versed in playing a caster will be impacted. Personally, I have killed or eliminated enemies with illusion spells (no <em>Phantasmal Killer</em> or <em>Wierd</em>). Given the versatility of the mage, I don't think their ability to contribute effectively to combat or otherwise will be too greatly impacted.</p><p></p><p>You are overreacting.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 912282, member: 5834"] [b]Re[/b] The changes I have seen so far really aren't that big. [i]Haste[/i] has been returned to its previous versions. I really enjoyed the extra spell casting action, but even I'll admit that it made my sorcerer seriously outshine the group. [i]Disintegrate[/i] did not really need to be changed, but it still sounds like a very potent spell. Hold spells are still useful, but now they truly are only good for a coup de gras attack. Multiple saves on hold spells will make it much harder to capture PC's or NPC's without beating on them alot first. I know for many the Hold spells were used mostly to coup de gras enemies, but we used them to capture enemies as well. We would cast a hold on a single enemy, kill his compadres, and then question the held individual. Will be real hard to continue this practice. I didn't use the buff spells all that much anyway. I never liked it when other players buffed themselves up for the duration of the game either. Ability buffs should be useful for only a combat or two, not all day. Heck, even a 3rd level cleric could buff their strength up for 3 hours. So far, I haven't seen any changes that will make arcane casters useless. I feel only a person who is not well-versed in playing a caster will be impacted. Personally, I have killed or eliminated enemies with illusion spells (no [i]Phantasmal Killer[/i] or [i]Wierd[/i]). Given the versatility of the mage, I don't think their ability to contribute effectively to combat or otherwise will be too greatly impacted. You are overreacting. [/QUOTE]
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