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Fixing short rest novaloops is important... using the moon druid
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<blockquote data-quote="Charlaquin" data-source="post: 9207526" data-attributes="member: 6779196"><p>It doesn’t contradict my statement at all. I mentioned the floor and the ceiling not because I was trying to avoid discussion of the midpoint, but because I thought the midpoint was the least relevant to the point, and leaving it to implication was sufficient. But, ok, you think levels 11-16 are where the warlock is at its most powerful? Let’s talk about that. I stand by my opinion that the warlock is perfectly reasonable at those levels, hence why the most recent playtests haven’t made significant changes to the number of spell slots warlocks get at those levels. And again, the Crawford quite you keep referring to was about why Warlocks can’t have <em>both</em> Pact Magic <em>and</em> more spell slots then they have in 2014. First WotC tested taking away Pact Magic and giving them more spell slots, and that didn’t do well in the surveys. So, they opted to keep Pact Magic and not increase the number of spell slots. Nothing about the statement is contradicted.</p><p></p><p>I disagree. Let’s break this down, shall we?</p><p></p><p>11th level: 3 5th level pact magic slots. That’s a theoretical ceiling of three 5th level spells per encounter if they force a short rest after every single encounter, with a more typical average of one 5th level spell in half their encounters and two in the other half. Assuming 6 encounters in the day (which most people agree is actually <em>far more</em> than typical for their table), the warlock is casting nine 5th level spells, compared to the wizard’s one 6th level, two 5th level, three 4th level, three 3rd level, three 2nd level, and four 1st level, plus 6 total levels worth of spells due to arcane recovery. The wizard gets significantly more total spell power, and while it is a tradeoff of quality for quantity, you can convert these spells to spell points and see that the total number is comparable. The comparison gets more favorable for the Wizard if there are fewer encounters between long rests (which most people report is more typical in their games) and more favorable for the warlock if there are fewer encounters between short rests (which most people report is atypical in their games). Overall, I’d consider that pretty well-balanced, probably slightly in favor of the Wizard due to the 6-encounter, 2-SR adventuring day being uncommon.</p><p></p><p>Are we good, or do you want me to keep doing this comparison with other levels?</p><p></p><p></p><p>I think you’re the only person I’ve ever heard call the 2014 warlock overpowered.</p><p></p><p></p><p>Yep, all by design, and pretty reasonably balanced compared to other full casters, maybe a bit on the weak side in a typical campaign with potential to be a little on the strong side if short rests are especially plentiful or long rests extremely rare.</p><p></p><p></p><p>Again, going to disagree. The 2014 monk is weak with the <em>assumed</em> number of short rests, and outright terrible with a more typical number. The playtest monk looks pretty well balanced to me. I haven’t done a detailed analysis cause I’m not a huge fan of monks anyway, but most folks I’ve heard from seem to agree. Again, you are the first person I think I’ve ever seen argue that the monk is actually <em>too strong</em>.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9207526, member: 6779196"] It doesn’t contradict my statement at all. I mentioned the floor and the ceiling not because I was trying to avoid discussion of the midpoint, but because I thought the midpoint was the least relevant to the point, and leaving it to implication was sufficient. But, ok, you think levels 11-16 are where the warlock is at its most powerful? Let’s talk about that. I stand by my opinion that the warlock is perfectly reasonable at those levels, hence why the most recent playtests haven’t made significant changes to the number of spell slots warlocks get at those levels. And again, the Crawford quite you keep referring to was about why Warlocks can’t have [I]both[/I] Pact Magic [I]and[/I] more spell slots then they have in 2014. First WotC tested taking away Pact Magic and giving them more spell slots, and that didn’t do well in the surveys. So, they opted to keep Pact Magic and not increase the number of spell slots. Nothing about the statement is contradicted. I disagree. Let’s break this down, shall we? 11th level: 3 5th level pact magic slots. That’s a theoretical ceiling of three 5th level spells per encounter if they force a short rest after every single encounter, with a more typical average of one 5th level spell in half their encounters and two in the other half. Assuming 6 encounters in the day (which most people agree is actually [I]far more[/I] than typical for their table), the warlock is casting nine 5th level spells, compared to the wizard’s one 6th level, two 5th level, three 4th level, three 3rd level, three 2nd level, and four 1st level, plus 6 total levels worth of spells due to arcane recovery. The wizard gets significantly more total spell power, and while it is a tradeoff of quality for quantity, you can convert these spells to spell points and see that the total number is comparable. The comparison gets more favorable for the Wizard if there are fewer encounters between long rests (which most people report is more typical in their games) and more favorable for the warlock if there are fewer encounters between short rests (which most people report is atypical in their games). Overall, I’d consider that pretty well-balanced, probably slightly in favor of the Wizard due to the 6-encounter, 2-SR adventuring day being uncommon. Are we good, or do you want me to keep doing this comparison with other levels? I think you’re the only person I’ve ever heard call the 2014 warlock overpowered. Yep, all by design, and pretty reasonably balanced compared to other full casters, maybe a bit on the weak side in a typical campaign with potential to be a little on the strong side if short rests are especially plentiful or long rests extremely rare. Again, going to disagree. The 2014 monk is weak with the [I]assumed[/I] number of short rests, and outright terrible with a more typical number. The playtest monk looks pretty well balanced to me. I haven’t done a detailed analysis cause I’m not a huge fan of monks anyway, but most folks I’ve heard from seem to agree. Again, you are the first person I think I’ve ever seen argue that the monk is actually [I]too strong[/I]. [/QUOTE]
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