Lord Ernie
First Post
A few points here:It depends on what you define as situational. If you consider all Daily powers are situational because they are once per day, then how could one have a broken Daily power at all?
I ran a 4th level fight with a BBEG that did 2d8+5 damage, two attacks per round, if both attacks hit, then an additional 1d6+1 damage.
Astral Condemnation which works regardless of whether it hit that foe stopped 9 points of damage per damage roll.
So, instead of doing 14 average points of damage per attack and 32 average points if both hit, the BBEG was neutered down to 5 average points of damage and 10 average points if both hit.
That's one third. Yes, I consider neutering the BBEG to 1/3rd damage with a power that does not even require a to hit roll to be broken.
This isn't just strong. It's turning the BBEG into a Standard monster threat, just one with a lot of hit points. He's no longer a BBEG. At 4th level, that could be as much 100 hits points of the equivalent of free healing or ~8 healing surges.
- In an equal-level encounter, the Elite should be about 2/5th of the challenge, in a level+2 encounter (which, let's be honest, BBEG fights should be) it's less.
- This power is specifically designed to use on elite's and solo's, seeing as its use on a standard issue monster is rather a bit of waste. That's exactly what it did - IMO, it worked as intended (yeah, it neutered your encounter, but more on that in a bit).
- Given proper focus fire (and decent luck on the dice), the PC's should be able to destroy an equal-level elite in, say, 3-4 rounds? Let's make it 4. So that means your cleric neutered about 4 attacks from the big guy; very potent, yes, but that's what dailies are for in the first place.
- Much like Moment of Glory, Astral Condemnation is a spell that starts out extremely potent and loses a lot its glory around Paragon level or so.
- Unlike Moment of Glory, Astral Condemnation requires a Wis + Cha focus, which means our cleric has two weak NAD's, leaving him rather vulnerable.
Bingo. If the cleric severely neuters the boss, team monster responds by pounding him into the ground. More savvy monsters (who know he's the healer) could go for dazing him and use his inability to heal to their advantage.Granted, there is the traditional workaround for this power. Stun the Cleric or knock him unconscious so that he cannot sustain it.
My main concern when I DM is to entertain my players, and in combat, this usually means make them feel like the powerful heroes they are supposed to be. It's a totally different approach from actually being a player, when I'm not responsible for the enjoyment of others (well... not as much as when DM'ing).How would you as a player feel if your Striker started doing 1/3rd average damage automatically without a to hit roll? If the DM said "I'm sorry, the monster just nerfed your PC. And, there are several such monsters in this dungeon, so expect to have it cast on your again tomorrow.".
One definition of broken could be that any power if used on the PCs, would make them bitch and moan to the point that they might consider quitting. Another definition would be any single power that drops an N+3 encounter down to an N+1 encounter is broken.
This means my reaction to a power like Astral Condemnation is totally different depending on the hat I'm wearing. If I'm wearing my player hat, I would indeed call foul, probably be slightly annoyed, and try to encourage the team to do kill the offending monster as quickly as possible. If this happened every few encounters with all kinds of different monsters, I would indeed get upset, and feel the DM may have it out for my character.
However, if I'm wearing my DM hat, I would congratulate the player on a power well used, and to make up for the loss in tension for the Elite that encounter, compare the damage numbers it would have rolled, and then point out how much of a difference the cleric is making. After a few rounds of this, I would shift the focus of team monster to the cleric (and make it clear to the players that I'm doing this) and take every risk to go after him. This makes the cleric feel like he had a meaningful impact on the encounter (which he did), and turns Astral Condemnation from annoying to awesome.
Again, this is a daily power designed to screw over solo's and elite's. In your standard combat, it's overkill, and it's not really useful to save the party in a pinch outside of the solo/elite situation.If I'm in a dungeon, I expect to run into a potent Elite or Solo at some point in time. So, I don't consider this Daily to be situational either. I expect it to be used most days. That's pretty typical for a Daily and not situational at all.
Maybe it's that I don't usually rely overly much on elite's (definitely not solo's), and I tend to use at least level+1 encounters if I do (which means the elite represents less of the actual challenge). Maybe it's that, as the DM, I only cheer if the players get to be entertained, whether they screw over my intended encounter or not. Regardless, I still see Astral Condemnation as 'situational, but strong'; unlike some dailies, it's a kind of daily that you only want a single one of, cause it's unlikely you'll run into more than a single Solo / Elite per day.
People don't complain much, because if you run the numbers, Brutal has not nearly as large an impact as it seems, and most of its impact comes on high [W] powers. Let me show you:2) Adventurer's Vault (1) weapons. Why isn't there more sniping about these weapons? The Brutal quality is insane. I currently play a great weapon (mordenkrad) dwarf fighter (in our group's side campaign) who is power-gamed beyond my normal. I gave him one 'personality feat' and he has a really low Reflex, but the rest of him is taking pure advantage of the rules. He does damage like a striker and as I look at his stats, he seems to even be on par with some of the strikers in the Essentials (not the Rogue).
A Maul does 2d6 damage, which is an average of 7 damage: 2 * ((1+6)/2 = 7); a Mordenkrad does 2d6 brutal 1. What this means is that instead of doing between 2 times between 1-6 damage, a MordenKrad does two times between 2-6 damage, which is 2 * ((2+6)/2), is 8 damage on average. So it's an increase of about 1 damage per [W].
Actually, the lack of a damage roll severely neuters MM's damage potential, which is by design. As pointed out by Mapache, it starts out decent and quickly becomes useless.3) The Essentials Magic Missile. Its awesome. Too awesome. I know there is a long thread elsewhere about this.
Counterspelling was pretty much a losing tactic in 3.5 as it was, and the old Dispel Magic is famous for the amounts of headaches it created through recalculation of all kinds of buffs and penalties.5) Dispel Magic and its ilk. There are too few options for PCs and NPCs to end effects outside of the saving throw. I know that Dispel Magic was made into an encounter power through errata, but there is a screaming lack of something I miss from 3.5 --- COUNTERSPELL and other specific countermeasure and protective boons.
Its replacement are using monsters that grant saving throws, and picking up on post-MM3 solo design, that gives them a much-needed and inherent resistance to status effects.
This is mostly player-dependent, but yeah, having lots of Immediate Interrupts dramatically increases the amount of decision points in the game. With a quick-thinking player, this is not much of an issue, but it's generally not a good idea for people who need lots of time to make decisions.6) Immediate Interrupts. In some cases its too many, too much. I find that certain builds with this quality just slow down the game to a crawl. This is probably one of my pet peeves, but I mention it. Consider it a small rant.
Note that Immediate Interrupt attack powers that deal damage actually speed up combat, by decreasing the number of rounds needed to take down the enemy. They're actually one of the most effective ways to really frontload on damage - a good example is a properly built archer ranger, who can have nothing but Immediate Action encounter powers, which makes him very scary.
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