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<blockquote data-quote="El Coro" data-source="post: 5323820" data-attributes="member: 87452"><p>[MENTION=11426]mesh[/MENTION]</p><p></p><p>Good call with replacing the blind/daze effect. I always tend toward push/pull/slide in favor of daze or stun, just because as a player it's so boring to be dazed/stunned.</p><p></p><p>I confused <em>Force Repulsion</em> with <em>Force Slam</em>, thinking that Repulsion included the Slam damage - my bad. The pinball effect seems much more fun to me now that I don't imagine it as a shoving match of death.</p><p></p><p>I'm still a little worried that <em>Elemental Cascade</em> and the Emissary's blast attack might be a little painful since the PCs will often have no warning before taking a lot of damage in one turn (if multiple Emissaries are there at once). But again, this relies on so many uncontrollable factors: the DM can choose NOT to overlap the blasts, the players might have burned down one monster at a time (though often they do not, and it drives me insane), or the damage could be inconsequential depending on the other mobs. I think it's perfect from a design perspective, but players and dice always seem to throw nice design out the window.</p><p></p><p>But more than anything, this all depends on what level the PCs are. If they're too high, the damage and effects and attacks won't bother them (especially if they reached Paragon tier). If they're still in heroic, and quite low, then attack rolls will dictate most of the fight.</p><p></p><p>So really, I guess all of my critiques are dependent on what level the PCs might be, so that they can soak up decent damage while still avoiding some attacks.</p><p></p><p>All in all I think it's pretty awesome, and if nothing else, here's a bump back to the top of the page. <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="El Coro, post: 5323820, member: 87452"] [MENTION=11426]mesh[/MENTION] Good call with replacing the blind/daze effect. I always tend toward push/pull/slide in favor of daze or stun, just because as a player it's so boring to be dazed/stunned. I confused [I]Force Repulsion[/I] with [I]Force Slam[/I], thinking that Repulsion included the Slam damage - my bad. The pinball effect seems much more fun to me now that I don't imagine it as a shoving match of death. I'm still a little worried that [I]Elemental Cascade[/I] and the Emissary's blast attack might be a little painful since the PCs will often have no warning before taking a lot of damage in one turn (if multiple Emissaries are there at once). But again, this relies on so many uncontrollable factors: the DM can choose NOT to overlap the blasts, the players might have burned down one monster at a time (though often they do not, and it drives me insane), or the damage could be inconsequential depending on the other mobs. I think it's perfect from a design perspective, but players and dice always seem to throw nice design out the window. But more than anything, this all depends on what level the PCs are. If they're too high, the damage and effects and attacks won't bother them (especially if they reached Paragon tier). If they're still in heroic, and quite low, then attack rolls will dictate most of the fight. So really, I guess all of my critiques are dependent on what level the PCs might be, so that they can soak up decent damage while still avoiding some attacks. All in all I think it's pretty awesome, and if nothing else, here's a bump back to the top of the page. :) [/QUOTE]
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