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Legends and Lore: Balance
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<blockquote data-quote="Aegeri" data-source="post: 5520557" data-attributes="member: 78116"><p>The assumption being that there is a target you wanted to hit in the first place. How good does the player feel when the last targets are all minions and he's spent three rounds building up a huge attack to.. miss a minion and do nothing. Minions that are there incidentally, because the controller has been waffling around not doing his job for three rounds <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>I mean when you're doing this to kill that elite and the Barbarian finishes it off in one massive nova of doom (and this is something Barbarians <em>excel</em> at) - what exactly is this mechanic adding to 4E?</p><p></p><p>All it is to me is just pandering to the people who want god-wizards and CoDzilla back in the game. Frankly, are they even worth appealing to in 4E? I'm going to answer that with a definitive "no".</p><p></p><p>On the other hand, I find it curious you do not seem to like a new class - using many of the same ideas - that does the same concept. But builds it into the class in a balanced manner using the defined current action economy. They don't spend 3 turns doing nothing of course, but they do get a pay off on a round 2 or maybe 3 for spending their minors or probably their move actions (as minor actions can be reasonably cheap). They get a big bang and don't have to spend 2 rounds doing nothing. It's not exactly on the concept, but that's because I think the concept is rather silly in the first place and is a square peg in the round hole that is 4Es overall design.</p><p></p><p>So why on earth should the current design revolve around giving Wizards back things they deliberately had removed for balance from previous editions? This obsession - albeit you have the argument that I feel is backed by the designers given their 'retro' decisions and obsession with giving wizards infinite options - is baffling to me.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5520557, member: 78116"] The assumption being that there is a target you wanted to hit in the first place. How good does the player feel when the last targets are all minions and he's spent three rounds building up a huge attack to.. miss a minion and do nothing. Minions that are there incidentally, because the controller has been waffling around not doing his job for three rounds ;) I mean when you're doing this to kill that elite and the Barbarian finishes it off in one massive nova of doom (and this is something Barbarians [i]excel[/i] at) - what exactly is this mechanic adding to 4E? All it is to me is just pandering to the people who want god-wizards and CoDzilla back in the game. Frankly, are they even worth appealing to in 4E? I'm going to answer that with a definitive "no". On the other hand, I find it curious you do not seem to like a new class - using many of the same ideas - that does the same concept. But builds it into the class in a balanced manner using the defined current action economy. They don't spend 3 turns doing nothing of course, but they do get a pay off on a round 2 or maybe 3 for spending their minors or probably their move actions (as minor actions can be reasonably cheap). They get a big bang and don't have to spend 2 rounds doing nothing. It's not exactly on the concept, but that's because I think the concept is rather silly in the first place and is a square peg in the round hole that is 4Es overall design. So why on earth should the current design revolve around giving Wizards back things they deliberately had removed for balance from previous editions? This obsession - albeit you have the argument that I feel is backed by the designers given their 'retro' decisions and obsession with giving wizards infinite options - is baffling to me. [/QUOTE]
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