Zardnaar
Legend
A While Ago I posted about how I thought Chromatic Orb May Be Good and Fireball was a C tier spell.
Alot of this is due to hit point inflation. Fireballs good at fodder clearing my counter argument is it's still pointless at that due to so many classes having fodder clearing abilities via zone effects (Druid spells, spirit guardians, etc).
I have also been running encounters RAW in the DMG. So far 5.5 is better than 5.0. As you level up it's hard to fit fodder as such in. Mooks are really CR 2 or 3 unless you ignore the DMG which suggest you don't outnumber PCs more than 2-1.
Im doing less than 6-8 encounters that's our the window. 3-6 is more typical per long rest just to add context. 3 high encounters and 1-3 low or medium encounters tends to tap PCs out. 4 high encounters also tends to add stress. Party size is usually 5 sometimes 4 or 6 so 8-12 tends to be maximum size of encounters. I'm running RAW for the time being. New edition, 1st time level 8-10.
Unpopular opinion time. Fireballs still a tier C spell. Situationally it can be A but Situational spells are inherently tge definition of C tier spells. Doesn't mean theyre bad just Situational.
All direct damage spells instantaneous imho are D or C tier. I'm not counting recurring same ones eg Spirit Guardians. The exceptions have some sort of rider effect eg Synaptic Static or secret sauce extra effect eg Chromatic Orb.
However COs effectiveness has been distorted by a Dragon Sorcerer using it. Their AoEs are better than single target spells as charisma only applies to one roll. CO also takes time. The Sorcerer now has Empower, twin, quicken and Seeking spell metamagic and innate sorcery.
So overall chromatic orb useful in more situations than FB. Upcast 4+ or 3+ as Sorcerers better most of the time. Probably not worth upcasting to 5th or 6th my players tend to cap it at 4th. Its competing with things like twinned Hold Monster or Synaptic Static plus other spell. Exception being va paralyzed targets (said hold monster/person).
Overall it's a B imho. Versatile and available at low levels. As a direct damage spell it's an A tier spell, S tier for dragon Sorcerers. Its main downsides are its direct damage and it can take a while to resolve per target per bounce plus empower or seeking to help it bounce. Vs AoE.
Subject to DM encounter design. Sample encounters recently.
3 night hags, nalfeshnee, archmage.
6 Warriors veterans+cultist hierophant
6 warriors+ veterans hierophant+ archepriest
6 Warrior veterans+ warrior commander, + gladiator
Baneites.
Some AoEs have connected with 7 targets, CO generally been 4th level casting. DCs 16-20 due to items and/or innate sorcery and who casts what.
Other thoughts.
CR 3s generally take a double tap to kill or put in 1 shot range. Eg fireball X2 or fireball+ lightning bolt or synaptic static. On paper and upcast fireball or lightning bolt deals more damage. Real world synaptic static obsolete both upcast (psychic damage, int save + debuff> 2d6 damage imho).
Alot of this is due to hit point inflation. Fireballs good at fodder clearing my counter argument is it's still pointless at that due to so many classes having fodder clearing abilities via zone effects (Druid spells, spirit guardians, etc).
I have also been running encounters RAW in the DMG. So far 5.5 is better than 5.0. As you level up it's hard to fit fodder as such in. Mooks are really CR 2 or 3 unless you ignore the DMG which suggest you don't outnumber PCs more than 2-1.
Im doing less than 6-8 encounters that's our the window. 3-6 is more typical per long rest just to add context. 3 high encounters and 1-3 low or medium encounters tends to tap PCs out. 4 high encounters also tends to add stress. Party size is usually 5 sometimes 4 or 6 so 8-12 tends to be maximum size of encounters. I'm running RAW for the time being. New edition, 1st time level 8-10.
Unpopular opinion time. Fireballs still a tier C spell. Situationally it can be A but Situational spells are inherently tge definition of C tier spells. Doesn't mean theyre bad just Situational.
All direct damage spells instantaneous imho are D or C tier. I'm not counting recurring same ones eg Spirit Guardians. The exceptions have some sort of rider effect eg Synaptic Static or secret sauce extra effect eg Chromatic Orb.
However COs effectiveness has been distorted by a Dragon Sorcerer using it. Their AoEs are better than single target spells as charisma only applies to one roll. CO also takes time. The Sorcerer now has Empower, twin, quicken and Seeking spell metamagic and innate sorcery.
So overall chromatic orb useful in more situations than FB. Upcast 4+ or 3+ as Sorcerers better most of the time. Probably not worth upcasting to 5th or 6th my players tend to cap it at 4th. Its competing with things like twinned Hold Monster or Synaptic Static plus other spell. Exception being va paralyzed targets (said hold monster/person).
Overall it's a B imho. Versatile and available at low levels. As a direct damage spell it's an A tier spell, S tier for dragon Sorcerers. Its main downsides are its direct damage and it can take a while to resolve per target per bounce plus empower or seeking to help it bounce. Vs AoE.
Subject to DM encounter design. Sample encounters recently.
3 night hags, nalfeshnee, archmage.
6 Warriors veterans+cultist hierophant
6 warriors+ veterans hierophant+ archepriest
6 Warrior veterans+ warrior commander, + gladiator
Baneites.
Some AoEs have connected with 7 targets, CO generally been 4th level casting. DCs 16-20 due to items and/or innate sorcery and who casts what.
Other thoughts.
CR 3s generally take a double tap to kill or put in 1 shot range. Eg fireball X2 or fireball+ lightning bolt or synaptic static. On paper and upcast fireball or lightning bolt deals more damage. Real world synaptic static obsolete both upcast (psychic damage, int save + debuff> 2d6 damage imho).