Grading Daily Powers


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The thing is, 9 times out of 10 the huge area is a limitation rather than a benefit. People get hung up on "Wow, 49 squares!" without asking themselves how often there are enough things that can get in it.

By the grading system you set out:



personally I'd give it a D. Usable and may excel in certain rare situations, but definitely lacking. I don't see how it could be rated better than some form of C though. A solid power? I don't think so. Every time I've seen it used it has been relatively feeble. It is a power doomed to always have considerable potential.

Sure, the area is deceptive, 49 squares certainly isn't 5 times as useful as 9 squares, especially when you have to worry about hitting your friends. But all that matters is how good the power actually is. It is very easy to catch 3 foes in the fireball, and then your average damage is already significantly better than a B damage power like Two-Wolf Pounce. And sometimes, you will fire it off at the start of a fight and catch 4 enemies and 4 mininons in the blast, and really soften up the opponents. Fireball is more effective at dealing damage than any other non-A power at this level.

Fireball feels kind of depressing because you are typically firing it at full-health opponents, and it has no immediate effect at all on the game, or really even much of a short term effect. All it does is make you win the combat more quickly. But what else can you ask from a game-balanced area effect damage spell?
 

Whoops, missed that. Whose bright idea was it to use two words that start with b and end with st?

I remember making that same complaint a little over a year ago - I don't remember what alternates I suggested. Maybe radius for burst? Or... something... for blast, since blast is a much more generically used attack term?
 

I remember making that same complaint a little over a year ago - I don't remember what alternates I suggested. Maybe radius for burst? Or... something... for blast, since blast is a much more generically used attack term?

I think 'cone' would have done the job nicely for blast.

Burst and Cone.

Or use 'spread' instead of burst.

While they were at it, they could have given bursts (spreads) as a diameter rather than a radius, thus making it clear that 'blast 3' and 'burst 1' are actually the same area.
 

They might have, if not for close bursts I suspect.

I think cone would cause too much confusion since they're really not cone-like at all, and can be used for many things that aren't cones.

But yeah, that is the first option that occurred to me. Oh well, too late now.
 

What are folks' feelings on Summoning type Dailies? At least for lower levels, have to trade your own attack for the Summons' generally pretty weak attack isn't that great. The main benefit is to have the Summon soaking up some extra attacks and that you don't have to sustain it every round if you need your minor action for something else.

I'd have a hard time rating them all that high, but perhaps experience from actual play says differently.
 

My level 15 ratings:

A+ Unyielding Avalance, Wall of Ice
A Prismatic Beams, Bigby’s Grasping Hands, Tendrils of Thuban
A- Seal of Warding, Confounding Arrows, Stunning Steel, Renew the Troops, Purifying Fire
B+ Blast of Cold, Garrotte Grip
B Bleeding Wounds, Otiluke’s Resilient Sphere
B- True Nemesis, Holy Spark, Blade Cascade
C+ Dragon Fangs
C Thirsting Maw, Serpent Dance Strike
C- Bloody Path, Slaying Strike, Fireswarm
D Warlord’s Gambit, Bloodied Retribution, Break the Wall, Make them Bleed
NA Curse of the Golden Mist

Wow, the powers at level 15 seem to take a big jump over level 9. If I were rating the barbarian rage strike (6W / half miss), I would put it below C-.

Comments:

Bigby’s Grasping Hands: Yes, this is a ridiculous action hog. But the upside potential is so huge, you don’t have to keep this up for that long to be causing a massive amount of damage plus immobilization.

Blade Cascade: This power is just asking to be minimaxed (I can’t believe it used to have no limit to the number of attacks!). But I don’t care too much, as you say keterys, it isn’t particularly effective most of the time.

Blast of Cold: I think this power is getting the “fireball effect” of seeming weak compared to the other wizard powers. Enemies-only area effects are great. You can do lots of damage and immobilize lots of enemies, with save ends to boot. The one big drawback is that some wizards might be too vulnerable to get anywhere near the battlefield. But my “figher/magic-user” wizard would love it (except that prismatic beams is far better).

Bleeding Wounds: This seems to be the most powerful single target damage power at this level, so maybe that counts for a lot. But compared to the other powers, it doesn’t seem A-level to me. Seems not as good as the far greater damage output of prismatic beams, or the stunning ability of confounding arrows.

Curse of the Golden Mist: I agree, this power is just wrong. Seems like something which, in a given fight, will either be useless or abusive. In ordinary combat situations, I think the former is much more likely.

Serpent Dance Strike: I can’t see this being rated that high. Yes, you could potentially get 4 attacks, but that is only because this is sort of a limited area effect, and we aren’t rating area attacks as being 3 or 4 times as powerful as single target attacks. Compare to blast of cold: much less damage, much less control effect, and no damage on a miss.

Garrotte Grip: Hard to judge, but three rounds seems like a long time.

Otiluke’s Resilient Sphere, Wall of Ice: I’m just guessing, hard to judge without seeing them in action.


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