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Forked Thread: Some Thoughts on 4e
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<blockquote data-quote="MadLordOfMilk" data-source="post: 4509690" data-attributes="member: 77691"><p>My favorite thing about Wizards in 3.5 was that they were so versatile. Of course, the versatility certainly led to an overpowered aspect, but as long as they were kept in check I found it wasn't too bad. With 4e it seems like virtually every ability is damage with some mundane effect added on, then some dailies are really awesome, and some seems kind of lackluster. Take sleep for example - it MIGHT hit a target and slow them meaning next round they MIGHT fall asleep and very rarely they'll sleep for more than just that one round. Assuming a 50% hit chance, that means 1 in 2 targets will be slowed, 1 in 4 will go asleep for one round, 1 in 8 will be asleep for two, etc. Ultimately this means that, once per day, you can buy maybe one round against at best half the enemies you're fighting (most likely less), while potentially doing the same to any allies in the area. And after this you just go back to spamming your at-will of choice. It seems like Wizards went from this really versatile, powerful class to a class that just spams AE damage abilities with your options basically consisting of various ways to deal somewhat equal damage in the same relative area size. :/</p><p></p><p>In terms of combat I've definitely noticed a level of repetitiveness with 4e. I've only played a few sessions but one person basically zones out until it's their turn and just uses twin strike (not really any better options anyway), and the encounters come off as pretty much the same no matter the situation. I'm hoping this is due to having less options at lower levels but it seems like there really aren't a whole lot of choices in combat (and most choices made are pretty irrelevant - "Oh, I pushed him three squares! Err, wait, he can easily walk back next turn... and for all I know this may even benefit him. Huh.")</p></blockquote><p></p>
[QUOTE="MadLordOfMilk, post: 4509690, member: 77691"] My favorite thing about Wizards in 3.5 was that they were so versatile. Of course, the versatility certainly led to an overpowered aspect, but as long as they were kept in check I found it wasn't too bad. With 4e it seems like virtually every ability is damage with some mundane effect added on, then some dailies are really awesome, and some seems kind of lackluster. Take sleep for example - it MIGHT hit a target and slow them meaning next round they MIGHT fall asleep and very rarely they'll sleep for more than just that one round. Assuming a 50% hit chance, that means 1 in 2 targets will be slowed, 1 in 4 will go asleep for one round, 1 in 8 will be asleep for two, etc. Ultimately this means that, once per day, you can buy maybe one round against at best half the enemies you're fighting (most likely less), while potentially doing the same to any allies in the area. And after this you just go back to spamming your at-will of choice. It seems like Wizards went from this really versatile, powerful class to a class that just spams AE damage abilities with your options basically consisting of various ways to deal somewhat equal damage in the same relative area size. :/ In terms of combat I've definitely noticed a level of repetitiveness with 4e. I've only played a few sessions but one person basically zones out until it's their turn and just uses twin strike (not really any better options anyway), and the encounters come off as pretty much the same no matter the situation. I'm hoping this is due to having less options at lower levels but it seems like there really aren't a whole lot of choices in combat (and most choices made are pretty irrelevant - "Oh, I pushed him three squares! Err, wait, he can easily walk back next turn... and for all I know this may even benefit him. Huh.") [/QUOTE]
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