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Design & Development - Necromancy & Nethermancy
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<blockquote data-quote="Aegeri" data-source="post: 5507741" data-attributes="member: 78116"><p>I agree, which is why I've stated that it is essential the book has a feat for ignoring necrotic resistance. Otherwise Blackguard is going to be a pretty pointless striker, much like how the current Dark Pact Warlock falls well behind as well for similar reasons.</p><p></p><p></p><p></p><p>At the same time, fire resistance isn't as common and not prevalent on one of the most common types of enemies in DnD.</p><p> </p><p></p><p></p><p>Action sinks do not make up for it.</p><p></p><p>Not a bit.</p><p> </p><p></p><p></p><p>They can retrain to get the cantrip and yes, you can retrain cantrips. </p><p></p><p></p><p></p><p>This is very much my hope that there is a feat that simply outright ignores necrotic resistance. One that scales 5/10/15 or 5/15/25 would do the same thing as well.</p><p> </p><p></p><p></p><p>But summons then require actions to actually command - which you do address - but this doesn't actually mitigate the problem. Action sinks are bad and should be avoided - especially when as I KEEP mentioning, everyone else gets great options without the action sink.</p><p></p><p>Why the special punishment? I've yet to see a single coherent argument why this should be the case.</p><p></p><p></p><p></p><p>If I had faith in the designers and admittedly, after seeing certain things from the book I am no longer convinced - I would agree. <em>This should be a given</em>. But I no longer assume it is a given anymore, because good design principles that guided much of 4E pre-essentials are clearly being abandoned now.</p><p></p><p></p><p></p><p>This feat is absolutely terrible, you realize that right? It's immensely niche and insubstantial enemies are not exactly coming out of the walls left right and center. It's very very useful in its own niche, but again it's an extremely niche feat and it's usefulness will depend entirely on how much your DM uses these monsters. </p><p> </p><p></p><p></p><p>The cantrip is a poor option - that's the problem with it.</p><p></p><p></p><p></p><p>I hope so, but I remain unconvinced.</p><p></p><p></p><p></p><p>Which makes me still wonder why it isn't just given at level 1. You and UngeheuerLich argue incessantly they shouldn't just ignore Necrotic Resistance - yet they do. From level 10. Why not from level 1?</p><p></p><p>Thus far there hasn't really been a good argument anywhere as to why they get punished for 9 levels (Needing an action sink to make powers effective and not outright ignoring resistance) - yet it is okay to do it from level 10? Not to mention they make their own cantrip utterly pointless - just for the record.</p><p></p><p>This is a bit of a curious double standard in the argument. Again, it also asks the question of "Why do we need system mastery to understand a necromancer needs to take necrotic negating feats and then retrain out of them when they become pointless?". Again - not good game design for a class that is a SPECIALIST.</p><p></p><p></p><p></p><p>Why do other options have this luxury (or frankly, don't need it), and yet necrotic is treated as a special snowflake that should be punished specifically?</p><p> </p><p></p><p></p><p>Did you read the Design and Development article? You might want to, because a couple of necromancer powers are designed to deal <em>heavy</em> damage from the get go. Have a look at Finger of Death for example. Incidentally, I've said this before and I'll say it again, the <em>best</em> status effect in 4E without question is <em>Dead</em>.</p><p> </p><p></p><p></p><p>I agree.</p><p></p><p></p><p></p><p>This is true, but what about as I keep saying other classes that aren't the necromancer who could use necrotic resistance negating feats? Do you anticipate many Warlocks and Blackguards MC wizard to get an at-will?</p><p></p><p></p><p></p><p>Yes, needing to spend a minor action AND a standard just to deal the expected damage output of your powers - against a monster you are supposed to be effective again, is absurd.</p><p> </p><p></p><p></p><p>I would advise you to go check out the Design and Development article. Because um, some of the powers have that flavor as well if you didn't notice. Also it is good design to make sure the class that relies on the most heavily resisted damage type in the entire game deals with it. From day 1 and not with an action sink power.</p><p></p><p></p><p></p><p>You totally should re-read the design and development article again <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Aegeri, post: 5507741, member: 78116"] I agree, which is why I've stated that it is essential the book has a feat for ignoring necrotic resistance. Otherwise Blackguard is going to be a pretty pointless striker, much like how the current Dark Pact Warlock falls well behind as well for similar reasons. At the same time, fire resistance isn't as common and not prevalent on one of the most common types of enemies in DnD. Action sinks do not make up for it. Not a bit. They can retrain to get the cantrip and yes, you can retrain cantrips. This is very much my hope that there is a feat that simply outright ignores necrotic resistance. One that scales 5/10/15 or 5/15/25 would do the same thing as well. But summons then require actions to actually command - which you do address - but this doesn't actually mitigate the problem. Action sinks are bad and should be avoided - especially when as I KEEP mentioning, everyone else gets great options without the action sink. Why the special punishment? I've yet to see a single coherent argument why this should be the case. If I had faith in the designers and admittedly, after seeing certain things from the book I am no longer convinced - I would agree. [i]This should be a given[/i]. But I no longer assume it is a given anymore, because good design principles that guided much of 4E pre-essentials are clearly being abandoned now. This feat is absolutely terrible, you realize that right? It's immensely niche and insubstantial enemies are not exactly coming out of the walls left right and center. It's very very useful in its own niche, but again it's an extremely niche feat and it's usefulness will depend entirely on how much your DM uses these monsters. The cantrip is a poor option - that's the problem with it. I hope so, but I remain unconvinced. Which makes me still wonder why it isn't just given at level 1. You and UngeheuerLich argue incessantly they shouldn't just ignore Necrotic Resistance - yet they do. From level 10. Why not from level 1? Thus far there hasn't really been a good argument anywhere as to why they get punished for 9 levels (Needing an action sink to make powers effective and not outright ignoring resistance) - yet it is okay to do it from level 10? Not to mention they make their own cantrip utterly pointless - just for the record. This is a bit of a curious double standard in the argument. Again, it also asks the question of "Why do we need system mastery to understand a necromancer needs to take necrotic negating feats and then retrain out of them when they become pointless?". Again - not good game design for a class that is a SPECIALIST. Why do other options have this luxury (or frankly, don't need it), and yet necrotic is treated as a special snowflake that should be punished specifically? Did you read the Design and Development article? You might want to, because a couple of necromancer powers are designed to deal [i]heavy[/i] damage from the get go. Have a look at Finger of Death for example. Incidentally, I've said this before and I'll say it again, the [i]best[/i] status effect in 4E without question is [i]Dead[/i]. I agree. This is true, but what about as I keep saying other classes that aren't the necromancer who could use necrotic resistance negating feats? Do you anticipate many Warlocks and Blackguards MC wizard to get an at-will? Yes, needing to spend a minor action AND a standard just to deal the expected damage output of your powers - against a monster you are supposed to be effective again, is absurd. I would advise you to go check out the Design and Development article. Because um, some of the powers have that flavor as well if you didn't notice. Also it is good design to make sure the class that relies on the most heavily resisted damage type in the entire game deals with it. From day 1 and not with an action sink power. You totally should re-read the design and development article again :) [/QUOTE]
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