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Mearls on Controller design and At-Will balance
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<blockquote data-quote="BarkingDeathSquirrel" data-source="post: 4595289" data-attributes="member: 12851"><p>My personal tweaks I made based on the recent controller powers:</p><p></p><p><strong>Magic Missiles</strong> - renamed "Magic Missiles". Range 20, targets one or two creatures no more than 3 squares apart. Int vs. Ref, 1d6+Int damage. At 21st, targets one, two, or three creatures no more than 3 squares apart, 2d4+Int damage. No longer counts as a ranged basic attack.</p><p><em>Reasoning:</em> Kinda reminiscent of the 3.5 version of the spell. Divine Lightning still has a better chance of being able to strike maximum number of creatures (since Magic Missile is, more or less, targeting a burst 3 area), but Magic Missile can strike from a longer range. At epic levels, Divine Lightning does more damage, but Magic Missile targets more creatures.</p><p></p><p><strong>Ray of Frost</strong> - On a critical hit, the target is immobilized instead of slowed. Can be used as a Ranged Basic Attack.</p><p><em>Reasoning:</em> Difference between being immobilized and slowed is somewhat fairly minor (to a certain extent, anyway), but making it occur only on crits limits the effect it will have. Being able to use it as a Ranged Basic Attacks just seems like a natural choice, especially with the changes I made to Magic Missile.</p><p></p><p><strong>Scorching Burst</strong> - Damage upped to 2d4+Int (4d4+Int at 21st).</p><p><em>Reasoning:</em> With dealing Int damage every time the target makes a opportunity attack, it has the potential to deal a lot more damage than Scorching Burst, even with the damage as it now (especially if the Invoker has a high Int). Upping the damage goes with the theme of the current Wizard at-wills supposedly focusing more on damage than control... I might lower (well sort of...) than damage to 1d8... but I like having reasons to use the d4's <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p><strong>Cloud of Daggers</strong> - Can be used as a Ranged Basic Attack. I might rewrite this to just target a single creature to avoid any weirdness resulting from that...</p><p><em>Reasoning:</em> Don't really have a good reason, just kinda liked the idea.</p><p></p><p><strong>Illusionary Ambush</strong> - On a critical hit, the target grants combat advantage to the next attack made against it before the end of its next turn.</p><p><em>Reasoning:</em> There are probably enough ways to get combat advantage that one more that occurs semi-rarely won't affect much. Also kinda meshes nicely with the flavor text.</p><p></p><p>I also added one new at-will power, based off a power the gnome illusionist in the MM has:</p><p></p><p><span style="color: Green">Startling Glamor</span></p><p><strong>At-Will</strong> * <strong>Arcane, Implement, Illusion, Psychic</strong></p><p><strong>Standard Action Ranged</strong> 10</p><p><strong>Target:</strong> One Creature</p><p><strong>Attack:</strong> Int vs Will</p><p><strong>Hit:</strong> 1d8 + Int psychic damage, slide target 1 square.</p><p><strong>Special:</strong> Can be used as a ranged basic attack.</p><p><em>Reasoning:</em> I've had this power in my Wizard house rules for a while now (though the damage was only 1d6+Int... and it wasn't a ranged basic attack), and with the Invoker having a similar (basically the same...) power, I guess it wasn't a bad idea, after all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm kinda thinking of removing the damage and making it take a Minor Action to use... even more like the power the Gnome in the MM has...</p><p></p><p>These changes are probably a bit more than are needed, but, meh... I think they mesh nicely with the At-Wills the Druid and Invoker are getting... *shrugs*</p></blockquote><p></p>
[QUOTE="BarkingDeathSquirrel, post: 4595289, member: 12851"] My personal tweaks I made based on the recent controller powers: [b]Magic Missiles[/b] - renamed "Magic Missiles". Range 20, targets one or two creatures no more than 3 squares apart. Int vs. Ref, 1d6+Int damage. At 21st, targets one, two, or three creatures no more than 3 squares apart, 2d4+Int damage. No longer counts as a ranged basic attack. [i]Reasoning:[/i] Kinda reminiscent of the 3.5 version of the spell. Divine Lightning still has a better chance of being able to strike maximum number of creatures (since Magic Missile is, more or less, targeting a burst 3 area), but Magic Missile can strike from a longer range. At epic levels, Divine Lightning does more damage, but Magic Missile targets more creatures. [b]Ray of Frost[/b] - On a critical hit, the target is immobilized instead of slowed. Can be used as a Ranged Basic Attack. [i]Reasoning:[/i] Difference between being immobilized and slowed is somewhat fairly minor (to a certain extent, anyway), but making it occur only on crits limits the effect it will have. Being able to use it as a Ranged Basic Attacks just seems like a natural choice, especially with the changes I made to Magic Missile. [b]Scorching Burst[/b] - Damage upped to 2d4+Int (4d4+Int at 21st). [i]Reasoning:[/i] With dealing Int damage every time the target makes a opportunity attack, it has the potential to deal a lot more damage than Scorching Burst, even with the damage as it now (especially if the Invoker has a high Int). Upping the damage goes with the theme of the current Wizard at-wills supposedly focusing more on damage than control... I might lower (well sort of...) than damage to 1d8... but I like having reasons to use the d4's :p [b]Cloud of Daggers[/b] - Can be used as a Ranged Basic Attack. I might rewrite this to just target a single creature to avoid any weirdness resulting from that... [I]Reasoning:[/I] Don't really have a good reason, just kinda liked the idea. [b]Illusionary Ambush[/b] - On a critical hit, the target grants combat advantage to the next attack made against it before the end of its next turn. [I]Reasoning:[/I] There are probably enough ways to get combat advantage that one more that occurs semi-rarely won't affect much. Also kinda meshes nicely with the flavor text. I also added one new at-will power, based off a power the gnome illusionist in the MM has: [COLOR="Green"]Startling Glamor[/COLOR] [b]At-Will[/b] * [b]Arcane, Implement, Illusion, Psychic[/b] [b]Standard Action Ranged[/b] 10 [b]Target:[/b] One Creature [b]Attack:[/b] Int vs Will [b]Hit:[/b] 1d8 + Int psychic damage, slide target 1 square. [b]Special:[/b] Can be used as a ranged basic attack. [i]Reasoning:[/i] I've had this power in my Wizard house rules for a while now (though the damage was only 1d6+Int... and it wasn't a ranged basic attack), and with the Invoker having a similar (basically the same...) power, I guess it wasn't a bad idea, after all. :) I'm kinda thinking of removing the damage and making it take a Minor Action to use... even more like the power the Gnome in the MM has... These changes are probably a bit more than are needed, but, meh... I think they mesh nicely with the At-Wills the Druid and Invoker are getting... *shrugs* [/QUOTE]
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