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Design Philosophy behind Steamsuit Pilot PP
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<blockquote data-quote="Archamus" data-source="post: 6296654" data-attributes="member: 43856"><p>I'm actually the one who asked about it and came across this trying to check again if it's been discussed already. I'm still uncertain how I feel about the effects although I'm mostly ok with the daily power as is now that I've just discarded the idea of ever using an action to try to make a save to end its effects. I love the flavor of the paragon path and will most likely take it just for that, and the negative effects of the powers definitely add to the flavor; but there are some concerns I had pop up in my mind when looking them over. </p><p></p><p>The first concern I had was really just specific to my build I guess. The encounter power only averages 1 more point of damage than my at-will is normally going to deal (charge cheese), and my at-will also has slide 2 and prone. So 1 more damage and 4 additional slide isn't worth an uncertain amount of time with weakened for me, but there are definitely other paragon path encounter powers that just don't work well for me, which I guess is why they have the feat Reserve Maneuver. </p><p></p><p>My other, more legitimate, concern is with the 'save ends' aspect of the powers in and of themselves, although flavor-wise I see how this represents the unstable nature of the technology, the impact just seems too random. I tend to hold on to save end effects for multiple rounds, so this makes me extremely leery. Also, the first save will occur on the very round the player uses the encounter powers since the effect is applied before their turn is over and you save at the end of your turn. So they may never even feel the effects at all. I would think ends at the end of next turn would be a better and more measured hindrance for the encounter powers. That way they're guaranteed to feel the consequences to some degree, but not get stuck with it for long. Or to give it more of the unstable, finicky gadget aspect maybe something like this for the attack encounter power, "Effect: You are weakened until the end of your next turn. Aftereffect: You have a -2 penalty to damage rolls (save ends)." And for the utility, "Effect: You move twice your speed and gain +5 bonus to all Acrobatics or Athletics checks during this movement. You are immobilized until the end of your next turn. Aftereffect: You are slowed (save ends)." The character is able to get the suit up and running fairly quickly, but it may be a bit before it is functioning optimally again.</p><p></p><p>The daily is great as is as long as you're careful with it, but again I don't really like the effect very much. The only way I can see using it is to have resist gear and keep the aura up all fight, and to only use the attack if you think you're going to finish off the BBEG, or your suit has already been disabled by failing saves from taking damage. It doesn't quite match the flavor text either. My unasked for suggestion for that one would be, "Effect: Each creature adjacent to the target takes 10 fire and force damage; you are restrained until the end of your next turn. Aftereffect: Your suit is disabled (i.e., you are slowed, grant combat advantage, and take a -2 penalty to attack rolls). You can make a saving throw as a move action; if you succeed, the suit reactivates." The standard action requirement just seemed way too harsh here. Especially when you might have to sacrifice that action more than once.</p></blockquote><p></p>
[QUOTE="Archamus, post: 6296654, member: 43856"] I'm actually the one who asked about it and came across this trying to check again if it's been discussed already. I'm still uncertain how I feel about the effects although I'm mostly ok with the daily power as is now that I've just discarded the idea of ever using an action to try to make a save to end its effects. I love the flavor of the paragon path and will most likely take it just for that, and the negative effects of the powers definitely add to the flavor; but there are some concerns I had pop up in my mind when looking them over. The first concern I had was really just specific to my build I guess. The encounter power only averages 1 more point of damage than my at-will is normally going to deal (charge cheese), and my at-will also has slide 2 and prone. So 1 more damage and 4 additional slide isn't worth an uncertain amount of time with weakened for me, but there are definitely other paragon path encounter powers that just don't work well for me, which I guess is why they have the feat Reserve Maneuver. My other, more legitimate, concern is with the 'save ends' aspect of the powers in and of themselves, although flavor-wise I see how this represents the unstable nature of the technology, the impact just seems too random. I tend to hold on to save end effects for multiple rounds, so this makes me extremely leery. Also, the first save will occur on the very round the player uses the encounter powers since the effect is applied before their turn is over and you save at the end of your turn. So they may never even feel the effects at all. I would think ends at the end of next turn would be a better and more measured hindrance for the encounter powers. That way they're guaranteed to feel the consequences to some degree, but not get stuck with it for long. Or to give it more of the unstable, finicky gadget aspect maybe something like this for the attack encounter power, "Effect: You are weakened until the end of your next turn. Aftereffect: You have a -2 penalty to damage rolls (save ends)." And for the utility, "Effect: You move twice your speed and gain +5 bonus to all Acrobatics or Athletics checks during this movement. You are immobilized until the end of your next turn. Aftereffect: You are slowed (save ends)." The character is able to get the suit up and running fairly quickly, but it may be a bit before it is functioning optimally again. The daily is great as is as long as you're careful with it, but again I don't really like the effect very much. The only way I can see using it is to have resist gear and keep the aura up all fight, and to only use the attack if you think you're going to finish off the BBEG, or your suit has already been disabled by failing saves from taking damage. It doesn't quite match the flavor text either. My unasked for suggestion for that one would be, "Effect: Each creature adjacent to the target takes 10 fire and force damage; you are restrained until the end of your next turn. Aftereffect: Your suit is disabled (i.e., you are slowed, grant combat advantage, and take a -2 penalty to attack rolls). You can make a saving throw as a move action; if you succeed, the suit reactivates." The standard action requirement just seemed way too harsh here. Especially when you might have to sacrifice that action more than once. [/QUOTE]
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