My main concern are certain powers in a 3rd party product. I wish to write a review of the products, and I am questioning the strength of some of these powers.
I'll give an abbreviated example of the ones I think are questionable:
Encounter, Warlock Attack 3, Immediate Interrupt (trigger: When target attempts a grab). Con vs. AC; 2d8+Con damage, grab attempt fails. Pact power: add + Int bonus to attack roll.
Encounter, Warlock attack 13, Immediate Reaction (Trigger, When enemy has combat advantage, can use when surprised). Con vs. AC; 2d8+Con dmg, shift 2 squares. Pact bonus: target takes -2 to attack rolls (save ends).
These two I'm rather underwhelmed. First of all, they're rather narrow in focus. The Warlock is picking an Encounter power that really, he should be using every fight. But being grabbed is a less frequent thing, especially for a Warlock who is likely going to be away from combat. Same with the Combat Advantage business (although more frequent). If the second power was an Immediate Interrupt, rather than a Reaction, then I think it would be worth it.
But neither of these are really doing anything that
justifies it, especially given that they're not going to come up as frequently unless the Warlock
intentionally puts himself in danger,
just to use his powers.
Encounter, Warlock attack 3, Cha vs. AC; 2d6+Cha dmg. If target has hit you during this turn, add int to damage, you crit on a 19 or 20. Pact boon: On hit, push target 1 square. If you score a crit, target takes -2 until end of your next turn.
One reason I think this power is bad is that it has too much going on. Too many variables to track, that effect matters. And I don't think that fiddling with the crit is a good design. But then, I look down on crit-based powers, so I'm biased. Regardless, I don't think this constitutes the -2 or 3 to attack.
Warlock Attack 13, Range 10, Cha vs. AC; 1d10+Cha thunder dmg, push target 2 squares. Effect: Choose a word (attack, save, check). Each time the target rolls a die associated with that word, you subtract 1d10 from the target's roll (save ends).
This one is all over the place. I'm not sure really what to make of it, or how to compare it, balance wise.
Warlock Attack 13, Range 10, Cha vs. AC; 2d8+Cha dmg, target is pushed 2, knocked prone. Make a secondary attack vs. Target; Cha vs. Ref; 2d8+Cha dmg, target is stunned until the end of your next turn. Pact boon: add Int to secondary attack.
Another "all over the place". The thing that makes this one powerful is the secondary effect. But, the secondary effect is also not likely to hit; the target is prone, granting them a +2 to AC vs. the attack; even the + to int, that practically cancels it out. So there is a Chance that both attacks hit, but it's also fairly difficult.
ENcounter, Warlock Attack 11, Range 5, Con vs. AC; 2d8+Con dmg, slide target 3, target is immobilized (save ends, with -3 to save). Effect: Each time target fails immobilization save, it takes 5+Int damage. Successful save, 3+int damage.
This one is worth it, imho. This one is rather powerful, I think the tradeoff is definitely good.