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Do lions mate in the woods?
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<blockquote data-quote="Mesh Hong" data-source="post: 5132929" data-attributes="member: 73463"><p>These look pretty interesting.</p><p> </p><p><strong>Redeye Matriarch</strong></p><p> </p><p>I havn't really done an indepth analysis but my gut feeling is that the <strong>Claw</strong> attack isn't doing enough damage. This is an elite so it should be getting 2 attacks a round, now you have that pretty well covered with Mobile Fury and Leaping pounce, but two lots of 1d6+5 damage is somehow underwhelming, even with the 5 ongoing damage.</p><p> </p><p>"Low damage" for a level 10 soldier is 1d8+5 (13) so I would increase it to that or maybe run off its strength and make it 1d6+8 (14).</p><p> </p><p><strong>Hobling Bite</strong></p><p> </p><p>this attack is pretty nasty, 2d10+5 is high for a level 10 soldiers at will power (maybe you did this as a balance to the low standard attack?). I am not overly bothered by the high damage as it is avoidable so the PCs should only really trigger it once or maybe twice. My concern though is the healing (slightly) and the action denial.</p><p> </p><p>I don't think the target should lose its action, at this level I might prefer to go with a straight "on hit target takes a -2 penalty to attack rolls until the start of its next turn", or "on hit the target is knocked prone".</p><p> </p><p>For the healing I thinks it is too fiddly for what it achieves. I notice the creature has less HPs to compensate for some healing, but I feel you will be better off keeping the standard HPs and removing the conditional heal. Its an interesting idea but a healing effect should probably be teamed with a <em>reliable</em> attack, i.e. an encounter or recharge power. As an opportunity attack it will be just one more thing to forget in the heat of combat, or worse still might not come up at all.</p><p> </p><p><strong>Feeding Time</strong></p><p> </p><p>This I like a lot. You might want to rephrase it as</p><p> </p><p>+15 vs Fortitude; 1d6 + 5 damage, the target is knocked prone, and all Redeye Cubs within burst 3 of the target may shift two squares and make a Bite attack <strong>as an immediate free action</strong></p><p> </p><p>but then I'm picky like that. One thing that I have found from only using my own designed creatures is that the clearer I word something the easier it is to arbitrate during combat.</p><p> </p><p><strong>General Comment</strong></p><p> </p><p>I find myself wondering why you have chosen soldier type for these creatures. Personally I think I would have gone with skirmishers, which would fit the mobile attack and charging attack powers, and also the extra damage against targets granting combat advantage for the cubs.</p><p> </p><p>Using skirmishers would also allow you more damage output and make the creatures a little easier to hit.</p><p> </p><p>But at the end of the day the choice between soldiers and skirmishers is just personal preference and design style.</p><p> </p><p>Anyway I hope these brief thoughts help.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5132929, member: 73463"] These look pretty interesting. [B]Redeye Matriarch[/B] I havn't really done an indepth analysis but my gut feeling is that the [B]Claw[/B] attack isn't doing enough damage. This is an elite so it should be getting 2 attacks a round, now you have that pretty well covered with Mobile Fury and Leaping pounce, but two lots of 1d6+5 damage is somehow underwhelming, even with the 5 ongoing damage. "Low damage" for a level 10 soldier is 1d8+5 (13) so I would increase it to that or maybe run off its strength and make it 1d6+8 (14). [B]Hobling Bite[/B] this attack is pretty nasty, 2d10+5 is high for a level 10 soldiers at will power (maybe you did this as a balance to the low standard attack?). I am not overly bothered by the high damage as it is avoidable so the PCs should only really trigger it once or maybe twice. My concern though is the healing (slightly) and the action denial. I don't think the target should lose its action, at this level I might prefer to go with a straight "on hit target takes a -2 penalty to attack rolls until the start of its next turn", or "on hit the target is knocked prone". For the healing I thinks it is too fiddly for what it achieves. I notice the creature has less HPs to compensate for some healing, but I feel you will be better off keeping the standard HPs and removing the conditional heal. Its an interesting idea but a healing effect should probably be teamed with a [I]reliable[/I] attack, i.e. an encounter or recharge power. As an opportunity attack it will be just one more thing to forget in the heat of combat, or worse still might not come up at all. [B]Feeding Time[/B] This I like a lot. You might want to rephrase it as +15 vs Fortitude; 1d6 + 5 damage, the target is knocked prone, and all Redeye Cubs within burst 3 of the target may shift two squares and make a Bite attack [B]as an immediate free action[/B] but then I'm picky like that. One thing that I have found from only using my own designed creatures is that the clearer I word something the easier it is to arbitrate during combat. [B]General Comment[/B] I find myself wondering why you have chosen soldier type for these creatures. Personally I think I would have gone with skirmishers, which would fit the mobile attack and charging attack powers, and also the extra damage against targets granting combat advantage for the cubs. Using skirmishers would also allow you more damage output and make the creatures a little easier to hit. But at the end of the day the choice between soldiers and skirmishers is just personal preference and design style. Anyway I hope these brief thoughts help. [/QUOTE]
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