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Hand of Radiance too powerful?
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<blockquote data-quote="Flipguarder" data-source="post: 4934181" data-attributes="member: 61430"><p>Now that Im finally at a computer that has the internet, I can respond to some of the points made in this thread.</p><p></p><p>Things to note:</p><p></p><p>1. I am the DM of this character.</p><p>2. I don't use minions with 1hp very often. They usually have something like pcs level X 3 hp.</p><p>3. I believe like Keterys and Chrono, that you can't simply judge the dpr of a controller next to a striker in optimal situation. An area burst 1 is going to do WAY more damage than a striker normally can if there are 9 enemies there.</p><p></p><p>That being said. The problem I have with this build is it banks a lot on critting all the time, and then stacks tons of stuff to happen WHEN he crits. This just leads to ridiculous spike damage, and often.</p><p>I talked to Frozen in person and asked if this was a reasonable solution:</p><p></p><p>Make non-crit hand of radiance do similar damage to what it does now but make it only 3 targets instead of 4. </p><p></p><p>His response to this was that it might or might not make the character undesirable. </p><p></p><p>This is a problem. If I'm lowering the crit chance of one power and keeping everything else the same, and that even makes you contemplate the character as desirable, I have a huge problem with that character. Simply because like has been pointed out, the effects that come from a can just get ridiculous at high levels. Giving an at-will effectively a 30% crit chance (by the way, there are 6 people in the campaign, so the likelyhood of there not being at least 4 enemies on the field at any given point is not a huge selling point), makes these effects just stupid in my opinion.</p><p></p><p>Just with an item and a feat on the top of my head available to anyone (not including anything else), the extra damage ona crit at his starting level would be 5d6 + 3d6 + 1d10t. And that is with just some av2 bracers and devestating critical. Thats not anywhere near the amount of crap I assume he's planning on stacking on a crit. And that would be on 1 attack out of 4, each of which have a 10% chance to crit. and that would be at-will.</p><p></p><p>If you wanna compare twin strike thats fine, I get that it's powerful. But its power has a limit, and that limit works within the confines of what is expected for characters to do. having 4 attacks and a 19-20 crit range is on the very high end of what % of crit is even possible. to get that at-will and then cram some benefits on top of that is unreasonable imo. And fyi I would have the same problem with the household common "chargebot barbarian".</p><p></p><p>At the end of the day you can disagree with all that. The simple fact is, my small nerf on the crit chance of one at-will is enough to prompt him to think about scrapping the character. That is enough for me to have a problem with this guy.</p></blockquote><p></p>
[QUOTE="Flipguarder, post: 4934181, member: 61430"] Now that Im finally at a computer that has the internet, I can respond to some of the points made in this thread. Things to note: 1. I am the DM of this character. 2. I don't use minions with 1hp very often. They usually have something like pcs level X 3 hp. 3. I believe like Keterys and Chrono, that you can't simply judge the dpr of a controller next to a striker in optimal situation. An area burst 1 is going to do WAY more damage than a striker normally can if there are 9 enemies there. That being said. The problem I have with this build is it banks a lot on critting all the time, and then stacks tons of stuff to happen WHEN he crits. This just leads to ridiculous spike damage, and often. I talked to Frozen in person and asked if this was a reasonable solution: Make non-crit hand of radiance do similar damage to what it does now but make it only 3 targets instead of 4. His response to this was that it might or might not make the character undesirable. This is a problem. If I'm lowering the crit chance of one power and keeping everything else the same, and that even makes you contemplate the character as desirable, I have a huge problem with that character. Simply because like has been pointed out, the effects that come from a can just get ridiculous at high levels. Giving an at-will effectively a 30% crit chance (by the way, there are 6 people in the campaign, so the likelyhood of there not being at least 4 enemies on the field at any given point is not a huge selling point), makes these effects just stupid in my opinion. Just with an item and a feat on the top of my head available to anyone (not including anything else), the extra damage ona crit at his starting level would be 5d6 + 3d6 + 1d10t. And that is with just some av2 bracers and devestating critical. Thats not anywhere near the amount of crap I assume he's planning on stacking on a crit. And that would be on 1 attack out of 4, each of which have a 10% chance to crit. and that would be at-will. If you wanna compare twin strike thats fine, I get that it's powerful. But its power has a limit, and that limit works within the confines of what is expected for characters to do. having 4 attacks and a 19-20 crit range is on the very high end of what % of crit is even possible. to get that at-will and then cram some benefits on top of that is unreasonable imo. And fyi I would have the same problem with the household common "chargebot barbarian". At the end of the day you can disagree with all that. The simple fact is, my small nerf on the crit chance of one at-will is enough to prompt him to think about scrapping the character. That is enough for me to have a problem with this guy. [/QUOTE]
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