Is this power too strong?

avin

First Post
Playing around with Monster Build, trying to recreate a (Creature Collection II) Vertigen. Is Vertigo Sickness ok for a level 1 controller?

C Vertigo Sickness (standard; recharge 6)
Close burst 5; targets enemies; +5 vs. Will; the target is dazed (save ends) and falls prone until the end of Vertigen's next turn.
 

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I would eliminate the burst or dazing, then increase the recharge rate. If you want this, it would be better as an overpowered encounter power.

Swing by my thread (Give me the idea, I build the monster) and post this thing. It seems like something that would be good there.

Kudos

-Sporemine
 

My big thing is the save ends part.

At higher levels, powers that generate saving throws are more common, so in a lot of cases save ends is weaker to a PC than end of the next turn.]

But at 1st level I don't think this is the case. With save ends powers you'll have players dazed for several rounds...just in time for the next round of the power.
 

I think this power would be alright, depending on the situation it was used in and the type of creature that was using it.

If the power is a standard action that has no damage element it seems pretty balanced to me.

If there is only one creature in the encounter that can use this it will be fine.

If the rest of the creatures in the encounter have ways to deal additional damage to creatures granting them combat advantage then the power could cause a problem.

This is a good example of needing context for balance guidance. This power could be both underpowered and overpowered depending on the encounter it was part of.
 

I think it's a little too good. I would suggest removing the "until the end of Vertigen's next turn" duration on the prone condition. Maybe even remove the recharge from it, as this power could be absolutely devastating with two or three lucky 6s.

As is, assuming a melee character fails his first save, he's essentially stunned for 2 rounds (can't stand on the first round due to the duration and wastes his turn if no one is adjacent, then a single move action on the second round to stand and his turn ends thanks to daze). Ranged characters are potentially in a better situation (they can still attack) but will provoke opportunity attacks from adjacent enemies (because they can't escape).

IMO, it doesn't really matter that the attack itself causes no damage because it's extremely efficient from the standpoint of both economy of actions and bonus damage from opportunity attacks. It might be okay as is if you play the enemy a little stupidly (surrounding the melee while ignoring the ranged), but if you play them smart (ignore the melee and focus on the ranged) and especially if you get a lucky roll or two (recharging Vertigo Sickness about every other round) I think you could have the makings for a TPK.

IMO
 

Ah yes I didn't read that correctly, I would also remove the "until the end of creatures next turn" on the prone condition.

I am usually dubious on recharge :6: powers because they are highly subject to the whims of chance, where as I feel :5::6: is a little more predictable (this may be just superstition though as I know that statistics are a cruel mistress no matter the recharge).

I still think the power might be acceptable, depending on the rest of the creatures in the encounter, as described in my last post.
 

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