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Design & Development - Necromancy & Nethermancy
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<blockquote data-quote="Aegeri" data-source="post: 5506571" data-attributes="member: 78116"><p>No, but I know enough that only negating resistance at level 10 for a specialized damage type is silly.</p><p></p><p>Which is why there should be a nice, simple feat anyone can take to negate necrotic resistance. Otherwise we end up with an entire book of substandard powers for anyone outside of nethermancer/necromancer - for no reason.</p><p></p><p>Yes, the Wizard that is dead in my Eberron game and the one in my DS game on 1 healing surge totally agrees with this (not). Not to mention daily powers that require sustain minor (or other actions) to maintain. </p><p></p><p>Action economy for leaders and controllers is <em>vital</em>.</p><p></p><p>We know the resistance negation occurs at level 10 - that's the key one.</p><p></p><p>There are very few complaints actually about the Pyromancers ignoring of fire resistance. Quite frankly, people prefer their characters not to suck more than other peoples sensibilities. The other thing is that fire has feat support <em>anyone</em> can take to make it viable. That's such a huge point it cannot be emphasized more.</p><p></p><p>I don't mind a bit of resistance, but when it's everywhere I would expect that specialist PCs - SPECIALIST - PCs or people who would like to use it for fluff/flavor reasons <em>should have options for dealing with it</em>.</p><p></p><p>You have still given not <em>one</em> coherent reason or argument as to why necrotic should be a special snowflake of damage types, not getting basic features <em>everyone else enjoys</em>. If I play a fire wizard I have great options - even before considering pyromancer. I go all radiant? Great options. I go for cold? Great options. I go for lightning? Great options. According to you I go for the worst damage type in the game due to its immense wide array of resistant monsters - so I do not *deserve* features that other damage types get. Often for less cost.</p><p></p><p>That's just daft.</p><p></p><p>It's not great design. It's poor design to have the second most heavily punished damage type in the game, which is widely regarded as highly useless and then further punish it by not giving the options that make other damage types great/viable. There is no reason - based on any sound design in 4E terms - not to just give them an ignore necrotic resistance mechanic from level 1. </p><p></p><p>Personally if there isn't a feat that outright negates necrotic resistance in the book then that is just a tragedy. </p><p></p><p>I wanted to address this last because it's rather laughable actually. I can remember that I was endlessly excited about Dark Sun last year. Every piece of information on the setting I devoured - absolutely devoured. The new mechanical crunch sounded great, looked great and seemed like fantastic additions to the game. I loved the previews of the new monsters from MM3 - it got me excited about DnD when I was getting a bit ground down by 3 hour prep times at epic. In fact, I've liked nearly all of the previews except maybe PHB3 - but psionics redeemed itself to me with psionic power anyway.</p><p></p><p>The point is that right now, I don't like what I'm seeing and hearing that much. I don't like that we've abandoned good design principles to go backwards into pure silly territory. No, it's not okay to arbitrarily punish player choices because of someones sensibilities. It's not good design. It never will be good design. If other classes get basic features that let them function from the get go - we have to ask ourselves "Why does this not deserve them?". In this case we're talking about the second most resisted damage type in the game (the first would be poison if you're wondering). Why punish it?</p><p></p><p>You know I like the idea of undead specific riders - but I hate the mechanics they are throwing at dart boards hoping something sticks. I actually like the at-will power - but the problem is that if you can't deal with the damage type all your powers do these powers are considerably weaker than they deserve to be. Nothing is imbalanced about a power that gives a specific narrow range of enemies a vulnerability on a hit. It's just a neat and flavorful thing - but you don't have to punish it by ensuring they can't easily penetrate necrotic resistance. In addition if you're not a necromancer/nethermancer, why bother with these powers if there isn't a feat/support to negate the resistance? I mean if there is one all you'll see is every nethermancer/necromancer take it and dump it at level 10.</p><p></p><p>We do not need 4E to turn into a game full of trap options that require system mastery to overcome. We don't need a player to understand that they should take a necrotic negating feat at level 1, then retrain it at level 10 just to get around something their class should have been doing from the start. If we don't have those necrotic negating feats, then boo-hoo to everyone else who needs to use necrotic damage eh?</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5506571, member: 78116"] No, but I know enough that only negating resistance at level 10 for a specialized damage type is silly. Which is why there should be a nice, simple feat anyone can take to negate necrotic resistance. Otherwise we end up with an entire book of substandard powers for anyone outside of nethermancer/necromancer - for no reason. Yes, the Wizard that is dead in my Eberron game and the one in my DS game on 1 healing surge totally agrees with this (not). Not to mention daily powers that require sustain minor (or other actions) to maintain. Action economy for leaders and controllers is [I]vital[/I]. We know the resistance negation occurs at level 10 - that's the key one. There are very few complaints actually about the Pyromancers ignoring of fire resistance. Quite frankly, people prefer their characters not to suck more than other peoples sensibilities. The other thing is that fire has feat support [I]anyone[/I] can take to make it viable. That's such a huge point it cannot be emphasized more. I don't mind a bit of resistance, but when it's everywhere I would expect that specialist PCs - SPECIALIST - PCs or people who would like to use it for fluff/flavor reasons [I]should have options for dealing with it[/I]. You have still given not [I]one[/I] coherent reason or argument as to why necrotic should be a special snowflake of damage types, not getting basic features [I]everyone else enjoys[/I]. If I play a fire wizard I have great options - even before considering pyromancer. I go all radiant? Great options. I go for cold? Great options. I go for lightning? Great options. According to you I go for the worst damage type in the game due to its immense wide array of resistant monsters - so I do not *deserve* features that other damage types get. Often for less cost. That's just daft. It's not great design. It's poor design to have the second most heavily punished damage type in the game, which is widely regarded as highly useless and then further punish it by not giving the options that make other damage types great/viable. There is no reason - based on any sound design in 4E terms - not to just give them an ignore necrotic resistance mechanic from level 1. Personally if there isn't a feat that outright negates necrotic resistance in the book then that is just a tragedy. I wanted to address this last because it's rather laughable actually. I can remember that I was endlessly excited about Dark Sun last year. Every piece of information on the setting I devoured - absolutely devoured. The new mechanical crunch sounded great, looked great and seemed like fantastic additions to the game. I loved the previews of the new monsters from MM3 - it got me excited about DnD when I was getting a bit ground down by 3 hour prep times at epic. In fact, I've liked nearly all of the previews except maybe PHB3 - but psionics redeemed itself to me with psionic power anyway. The point is that right now, I don't like what I'm seeing and hearing that much. I don't like that we've abandoned good design principles to go backwards into pure silly territory. No, it's not okay to arbitrarily punish player choices because of someones sensibilities. It's not good design. It never will be good design. If other classes get basic features that let them function from the get go - we have to ask ourselves "Why does this not deserve them?". In this case we're talking about the second most resisted damage type in the game (the first would be poison if you're wondering). Why punish it? You know I like the idea of undead specific riders - but I hate the mechanics they are throwing at dart boards hoping something sticks. I actually like the at-will power - but the problem is that if you can't deal with the damage type all your powers do these powers are considerably weaker than they deserve to be. Nothing is imbalanced about a power that gives a specific narrow range of enemies a vulnerability on a hit. It's just a neat and flavorful thing - but you don't have to punish it by ensuring they can't easily penetrate necrotic resistance. In addition if you're not a necromancer/nethermancer, why bother with these powers if there isn't a feat/support to negate the resistance? I mean if there is one all you'll see is every nethermancer/necromancer take it and dump it at level 10. We do not need 4E to turn into a game full of trap options that require system mastery to overcome. We don't need a player to understand that they should take a necrotic negating feat at level 1, then retrain it at level 10 just to get around something their class should have been doing from the start. If we don't have those necrotic negating feats, then boo-hoo to everyone else who needs to use necrotic damage eh? [/QUOTE]
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