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<blockquote data-quote="Ruin Explorer" data-source="post: 9413721" data-attributes="member: 18"><p>It's not very good for the high cost and very low chance of working against exactly the enemies you'd most want it to work on.</p><p></p><p>No, it's not. It's mediocre/niche spell that will see very limited use in actual play and does basically no damage.</p><p></p><p>LOL which would be great if it say, ignored the disadvantage to hit an invisible opponent, but as it stands, you have to both know exactly where the invisible opponent is, and stand around whiffing with Disadvantage until you hit, before you can do this. Faerie Fire you only need their general location and you can hit a whole bunch of targets. Plus this is Concentration. It's mid at best.</p><p></p><p>You clearly don't understand the melee critique, which weakens your responses in general.</p><p></p><p>No. It's the dead minimum required to render a pointless trash-spell not pointless.</p><p></p><p>It's really dumb, yeah hopefully they changed it. It's like, pick a limitation! You can't have both! I think the save is a lot better because otherwise it's a silly guessing game as to whether they're below 50 HP.</p><p></p><p>I don't consider them buffs. I consider them minimal fixes. If they were already borderline viable, and just needed to be improved, sure, I'd consider that a buff, but these were completely non-functional - most Paladins went their entire career without using any of them, or using 1-2, finding out how bad they were, and dropping them forever.</p><p></p><p>I don't think I am at all. I've played an absolute ton of 5E, and the best and only consistent CC of enemies in the entire game is death. Inflicting drastically less damage to create a puny condition, especially on a spell with Concentration (which they have some potential competition for), or worse, an easy save is not good, especially as a lot of spells have strong conditions. The one real exception is when you can apply a condition without a save, and that's why Blinding Smite is good - trading 2d8 (9) damage for blinding the enemy for at least 1 turn (even a boss with Legendary Resistance, technically, though I can see a lot of DMs trying to weasel out of that) is really nice, especially as it might potentially last longer. The more I think about that Smite, the more I like it.</p><p></p><p>Of course the problem is, as you pointed out with Banishing Smite, these may not be what they get. If they are, then they don't really mitigate the Paladin nerf, but at least they give a sort of direction to the Paladin, as this like, condition-inflicter. But if, say, they moved the Blinding Smite save to the beginning of their turn, i.e. before attacks, it would go from great to "kind of a dud", pretty much immediately.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9413721, member: 18"] It's not very good for the high cost and very low chance of working against exactly the enemies you'd most want it to work on. No, it's not. It's mediocre/niche spell that will see very limited use in actual play and does basically no damage. LOL which would be great if it say, ignored the disadvantage to hit an invisible opponent, but as it stands, you have to both know exactly where the invisible opponent is, and stand around whiffing with Disadvantage until you hit, before you can do this. Faerie Fire you only need their general location and you can hit a whole bunch of targets. Plus this is Concentration. It's mid at best. You clearly don't understand the melee critique, which weakens your responses in general. No. It's the dead minimum required to render a pointless trash-spell not pointless. It's really dumb, yeah hopefully they changed it. It's like, pick a limitation! You can't have both! I think the save is a lot better because otherwise it's a silly guessing game as to whether they're below 50 HP. I don't consider them buffs. I consider them minimal fixes. If they were already borderline viable, and just needed to be improved, sure, I'd consider that a buff, but these were completely non-functional - most Paladins went their entire career without using any of them, or using 1-2, finding out how bad they were, and dropping them forever. I don't think I am at all. I've played an absolute ton of 5E, and the best and only consistent CC of enemies in the entire game is death. Inflicting drastically less damage to create a puny condition, especially on a spell with Concentration (which they have some potential competition for), or worse, an easy save is not good, especially as a lot of spells have strong conditions. The one real exception is when you can apply a condition without a save, and that's why Blinding Smite is good - trading 2d8 (9) damage for blinding the enemy for at least 1 turn (even a boss with Legendary Resistance, technically, though I can see a lot of DMs trying to weasel out of that) is really nice, especially as it might potentially last longer. The more I think about that Smite, the more I like it. Of course the problem is, as you pointed out with Banishing Smite, these may not be what they get. If they are, then they don't really mitigate the Paladin nerf, but at least they give a sort of direction to the Paladin, as this like, condition-inflicter. But if, say, they moved the Blinding Smite save to the beginning of their turn, i.e. before attacks, it would go from great to "kind of a dud", pretty much immediately. [/QUOTE]
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