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Developer Video on Druid/Paladin/Expert Feedback
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<blockquote data-quote="FitzTheRuke" data-source="post: 8974400" data-attributes="member: 59816"><p>I think it's an easy trap to fall into (aggression on the internet). People are fundamentally flawed, so even if they're doing what you say (and they might not be doing it intentionally) they may have been "driven to it" by the nature of the beast. As I can't control how others will act, I have to control myself. If I want people to read my posts charitably, I have to read theirs charitably. It's a work in progress. I don't always succeed.</p><p></p><p></p><p>But do they really <em>mean</em> to discredit the game? Maybe they do, but they also might just be frustrated by a direction they don't like and are lashing out.</p><p></p><p></p><p>Yeah. It's probably too bad. I mean, the Paladin is <em>fine</em>, but it's only just fine. I mean - I ask this: What's the difference between a Paladin and a Fighter/Cleric multiclass? Lay-on-Hands? Smites? A horse? A cleric can touch-heal, a fighter can hit hard, and anyone can buy a warhorse. As fine as they are, isn't there room for something more... interesting for them?</p><p></p><p>Druids on the other hand can do sooooo much. It's one of the reasons that I think that Smites should stay off the spell list, but Wild Shapes should go on the Primal Spell List. Let your Barbarian and Ranger gain access to them, why not. Druid could still do it best, the way a Cleric can still heal best, even if (nearly) everyone else has access to it.</p><p></p><p></p><p>I always wish that they'd use UA to try out some <em>radical</em> changes, just to see what reaction they get. Though I understand why they might be reluctant to do so, seeing the reaction to unpopular stuff. A lot of people tend to speak of the UAs as if they are intractable: "WildShape is like THIS now! And it SUCKS!" As opposed to experimental.</p><p></p><p></p><p>If they're going to try to limit the raw number of statblocks, they could just round up all the beasts they want to use, put them in groups that have similarities, and combine those into single statblocks to choose from. If that makes sense. It's less, but still broad.</p><p></p><p>Yeah. Another way they can go is to look at and rebuild all the beasts with the idea that druids will turn into them. IE balance them better next to each other.</p><p></p><p>Absolutely. Subclasses should, IMO, toggle complexity (like, say, the way Champion and Battlemaster do, but perhaps better and more explicitly). Speaking of which (explicitly) would it not be a good idea to rank classes and subclasses for complexity (with some sort of rating) so that a new player can easily tell what they're getting themselves into?</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 8974400, member: 59816"] I think it's an easy trap to fall into (aggression on the internet). People are fundamentally flawed, so even if they're doing what you say (and they might not be doing it intentionally) they may have been "driven to it" by the nature of the beast. As I can't control how others will act, I have to control myself. If I want people to read my posts charitably, I have to read theirs charitably. It's a work in progress. I don't always succeed. But do they really [I]mean[/I] to discredit the game? Maybe they do, but they also might just be frustrated by a direction they don't like and are lashing out. Yeah. It's probably too bad. I mean, the Paladin is [I]fine[/I], but it's only just fine. I mean - I ask this: What's the difference between a Paladin and a Fighter/Cleric multiclass? Lay-on-Hands? Smites? A horse? A cleric can touch-heal, a fighter can hit hard, and anyone can buy a warhorse. As fine as they are, isn't there room for something more... interesting for them? Druids on the other hand can do sooooo much. It's one of the reasons that I think that Smites should stay off the spell list, but Wild Shapes should go on the Primal Spell List. Let your Barbarian and Ranger gain access to them, why not. Druid could still do it best, the way a Cleric can still heal best, even if (nearly) everyone else has access to it. I always wish that they'd use UA to try out some [I]radical[/I] changes, just to see what reaction they get. Though I understand why they might be reluctant to do so, seeing the reaction to unpopular stuff. A lot of people tend to speak of the UAs as if they are intractable: "WildShape is like THIS now! And it SUCKS!" As opposed to experimental. If they're going to try to limit the raw number of statblocks, they could just round up all the beasts they want to use, put them in groups that have similarities, and combine those into single statblocks to choose from. If that makes sense. It's less, but still broad. Yeah. Another way they can go is to look at and rebuild all the beasts with the idea that druids will turn into them. IE balance them better next to each other. Absolutely. Subclasses should, IMO, toggle complexity (like, say, the way Champion and Battlemaster do, but perhaps better and more explicitly). Speaking of which (explicitly) would it not be a good idea to rank classes and subclasses for complexity (with some sort of rating) so that a new player can easily tell what they're getting themselves into? [/QUOTE]
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