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List of Broken Powers
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5414606" data-attributes="member: 82106"><p>The drill is like this: The party starts out the day, cleric uses the power and grants THP, which now last until the end of the next encounter. Encounter, THP go away. Short Rest, power recharges. Cleric uses power again, granting the THP again. Wash rinse and repeat.</p><p></p><p>Now, there are some situations where this may not work, but in 95% of all cases the party will go into every encounter with a surge worth of THP. There is no time limit on THP except taking a rest dissipates them, but since it is an encounter power it always recharges when the THP go away. There would never ever be a need to use this power in combat and there is no rule stating that powers can't be used out of combat. The only situation that will foil it is one where the party doesn't or can't short rest after an encounter. These types of situations happen, but they are ALWAYS difficult spots to be in and equally reduce the effectiveness of all encounter powers.</p><p></p><p></p><p></p><p>The issue is that having a surge worth of free THP is a huge advantage. Over the course of a normal adventuring day it will certainly reduce PC surge loss by a significant amount. In fact with the new higher damage it is actually a better power than it was before. With the old lower damage there was a pretty good chance the party would come through an encounter with less than say a surge worth of damage each. So the THP might on average only save you less than a surge per encounter per character, sometimes a lot less. But if you expect to be taking a surge worth of damage per character in most encounters then effectively the result is the party gets a free surge per character per encounter. This is FAR better than what you can expect from any of the other utility powers at the same level.</p><p></p><p></p><p></p><p>Eh, I've never been a huge fan of 'enemies only' damage, especially for zones. That was what was wrong with the original version of GotG as well, and notice they did errata that. Party friendliness can be OK for low damage AoEs, it gives the character a way to avoid friendly fire at the cost of a bit of damage. When applied to zones though it just seems like tactical training wheels to me. Especially when the power in question does high damage. Seems kind of useless to complain about though, I think the design philosophy has basically shifted to "lets not make the players actually work out good tactics so they can use this stuff, lets just make it enemies only" which I think sucks. Dunno if that qualifies the power as bent or not, but if it is then there are quite a few other bent powers out there nowadays that are similar.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5414606, member: 82106"] The drill is like this: The party starts out the day, cleric uses the power and grants THP, which now last until the end of the next encounter. Encounter, THP go away. Short Rest, power recharges. Cleric uses power again, granting the THP again. Wash rinse and repeat. Now, there are some situations where this may not work, but in 95% of all cases the party will go into every encounter with a surge worth of THP. There is no time limit on THP except taking a rest dissipates them, but since it is an encounter power it always recharges when the THP go away. There would never ever be a need to use this power in combat and there is no rule stating that powers can't be used out of combat. The only situation that will foil it is one where the party doesn't or can't short rest after an encounter. These types of situations happen, but they are ALWAYS difficult spots to be in and equally reduce the effectiveness of all encounter powers. The issue is that having a surge worth of free THP is a huge advantage. Over the course of a normal adventuring day it will certainly reduce PC surge loss by a significant amount. In fact with the new higher damage it is actually a better power than it was before. With the old lower damage there was a pretty good chance the party would come through an encounter with less than say a surge worth of damage each. So the THP might on average only save you less than a surge per encounter per character, sometimes a lot less. But if you expect to be taking a surge worth of damage per character in most encounters then effectively the result is the party gets a free surge per character per encounter. This is FAR better than what you can expect from any of the other utility powers at the same level. Eh, I've never been a huge fan of 'enemies only' damage, especially for zones. That was what was wrong with the original version of GotG as well, and notice they did errata that. Party friendliness can be OK for low damage AoEs, it gives the character a way to avoid friendly fire at the cost of a bit of damage. When applied to zones though it just seems like tactical training wheels to me. Especially when the power in question does high damage. Seems kind of useless to complain about though, I think the design philosophy has basically shifted to "lets not make the players actually work out good tactics so they can use this stuff, lets just make it enemies only" which I think sucks. Dunno if that qualifies the power as bent or not, but if it is then there are quite a few other bent powers out there nowadays that are similar. [/QUOTE]
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