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*Pathfinder & Starfinder
Grading Daily Powers
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<blockquote data-quote="keterys" data-source="post: 4702253" data-attributes="member: 43019"><p>Pretty neat having stuff to reply to, right after looking at stuff <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=":)" /> Thanks again.</p><p></p><p></p><p></p><p>The thing that gets me the most is that it's just boring. It just slows the combat down and makes it less interesting for everyone.</p><p></p><p></p><p></p><p>Actually, I need to mark this down more than I did - I see that my calculation assumed it was a damage increase over eldritch blast if it hit, but Eldritch Blast actually goes to 2d10 in epic so then it's just the half miss. Oops.</p><p></p><p></p><p></p><p>Yep - in order to escape it needs to make a save, be missed by the attack, and be able to move out of the area then not get knocked back into it. And in the meantime allies can knock people into it and the sustain lets you attack new people. And each time it immobilizes for 1.5 turns and does another 20 damage or whatever. Most powers are save ends or attack ends, and this is both, on an effect that is effectively a stun for certain enemies - the real consolation is that most melee only enemies have a good Fortitude, which tempers this power considerably.</p><p></p><p></p><p></p><p>Yeah... which is a shame since it's actually a pretty cool idea, just really low output.</p><p></p><p></p><p></p><p>It doesn't stack, so yeah... that target will totally have ongoing damage 5 right up until the point it dies... but that's all.</p><p></p><p></p><p></p><p>So, you don't need surgeless healing _that_ often... maybe all the games I've seen are atypical, but once someone gets down to 1 or 0, you know you're about to rest or you start drawing on certain magic items or utility powers. So, then you're 1-2 targets has to come from someone who is having surge issues for this to be truly worthwhile. It's extraordinarily comparable to the level 5 Stand the Fallen... which, granted, is a very good power, but it's a little disturbing how little has changed in 10 levels. Do other people run into needing surge free healing a _lot_? I 'get' powers like Mass Cure Light Wounds (a level 10 utility which I'd consider at least as useful as this power) a lot more.</p><p></p><p></p><p></p><p>Yeah... I really don't get what was going on here. </p><p></p><p></p><p></p><p>Flaming Sphere, Stinking Cloud, and Wall of Fire would beg to differ <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Sure, but those other options are dailies. Wizards can mostly pick a daily attack to use for a fight, then ride it to the end - they don't have much use for their minor actions otherwise (occasional mage hand to pick up something or swap an implement). The potential damage output on Bigby's is sizable and as you already pointed out it's not _that_ easy to break out of grabs - and a grab by a conjuration has the potential effective stun on certain combatants.</p><p></p><p></p><p></p><p>Heh, pretty much. If it immobilized even on miss, this would probably be a lot more popular.</p><p></p><p></p><p></p><p>While I don't think immobilize is as strong as APC does, I think you might be discounting its effect a bit too sharply. It's no stun, but it's also no Slow or Weaken <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><p></p><p> </p><p></p><p>Pretty much agreed. Double modifiers (int, focus, enhancement, temporary bonuses like TacLord AP use, etc) really lets this do very good damage.</p><p></p><p></p><p></p><p>This is the other one I think might potentially be an A+ - it's a lot less clear than on some, like say Consecrated Ground or the original Blade Cascade, that any of the 15s are broken... With the right terrain, or even without it for a couple creatures you completely enclose, you _really_ screw some targets with the amount of automatic damage output.</p></blockquote><p></p>
[QUOTE="keterys, post: 4702253, member: 43019"] Pretty neat having stuff to reply to, right after looking at stuff :) Thanks again. The thing that gets me the most is that it's just boring. It just slows the combat down and makes it less interesting for everyone. Actually, I need to mark this down more than I did - I see that my calculation assumed it was a damage increase over eldritch blast if it hit, but Eldritch Blast actually goes to 2d10 in epic so then it's just the half miss. Oops. Yep - in order to escape it needs to make a save, be missed by the attack, and be able to move out of the area then not get knocked back into it. And in the meantime allies can knock people into it and the sustain lets you attack new people. And each time it immobilizes for 1.5 turns and does another 20 damage or whatever. Most powers are save ends or attack ends, and this is both, on an effect that is effectively a stun for certain enemies - the real consolation is that most melee only enemies have a good Fortitude, which tempers this power considerably. Yeah... which is a shame since it's actually a pretty cool idea, just really low output. It doesn't stack, so yeah... that target will totally have ongoing damage 5 right up until the point it dies... but that's all. So, you don't need surgeless healing _that_ often... maybe all the games I've seen are atypical, but once someone gets down to 1 or 0, you know you're about to rest or you start drawing on certain magic items or utility powers. So, then you're 1-2 targets has to come from someone who is having surge issues for this to be truly worthwhile. It's extraordinarily comparable to the level 5 Stand the Fallen... which, granted, is a very good power, but it's a little disturbing how little has changed in 10 levels. Do other people run into needing surge free healing a _lot_? I 'get' powers like Mass Cure Light Wounds (a level 10 utility which I'd consider at least as useful as this power) a lot more. Yeah... I really don't get what was going on here. Flaming Sphere, Stinking Cloud, and Wall of Fire would beg to differ ;) Sure, but those other options are dailies. Wizards can mostly pick a daily attack to use for a fight, then ride it to the end - they don't have much use for their minor actions otherwise (occasional mage hand to pick up something or swap an implement). The potential damage output on Bigby's is sizable and as you already pointed out it's not _that_ easy to break out of grabs - and a grab by a conjuration has the potential effective stun on certain combatants. Heh, pretty much. If it immobilized even on miss, this would probably be a lot more popular. While I don't think immobilize is as strong as APC does, I think you might be discounting its effect a bit too sharply. It's no stun, but it's also no Slow or Weaken :) Pretty much agreed. Double modifiers (int, focus, enhancement, temporary bonuses like TacLord AP use, etc) really lets this do very good damage. This is the other one I think might potentially be an A+ - it's a lot less clear than on some, like say Consecrated Ground or the original Blade Cascade, that any of the 15s are broken... With the right terrain, or even without it for a couple creatures you completely enclose, you _really_ screw some targets with the amount of automatic damage output. [/QUOTE]
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