New Mindflayer Info


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Wulf Ratbane said:
Fine. Globe of Invulnerability.
That's 6th level, same as Heal which can remove the condition.

The Blast is far too potent as it is now, at will with nothing below 5th level effects to remove the condition.
 

Wulf Ratbane said:
Once per encounter? Daze? Good lord. That may be the biggest design nerf I've ever witnessed-- and I am not one to cry nerf willy-nilly.

We don't know that Daze hasn't been boosted in effectiveness.
 


Wulf Ratbane said:
I'd much rather they had left the power of the ability alone and tied it to the bloodied condition, either on the mind flayer's side or the targets'. If it were an ability that the mind flayer could only use under sufficient duress, or which he can only use on seriously wounded targets, that alone would have been sufficient to mitigate its "surprise round TPK total spoiler" status.

Since it is a per-encounter power, I'd agree with you Wulf. That seems to make more sense, whether it is a 'finishing blow' to weakened foes or 'the psychic howl of pain of the bloodied illithid, directed towards his foes' and allowing it to retain some 'punch'.

Cheers
 

Dunamin said:
That's 6th level, same as Heal which can remove the condition.

The Blast is far too potent as it is now, at will with nothing below 5th level effects to remove the condition.

Since I'm not exactly batting 1.000 today-- what's the 5th level effect that removes stun?
 

Wulf Ratbane said:
That mind blast is pathetic.

Once per encounter? Daze? Good lord. That may be the biggest design nerf I've ever witnessed-- and I am not one to cry nerf willy-nilly.

...

I'd much rather they had left the power of the ability alone and tied it to the bloodied condition, either on the mind flayer's side or the targets'. If it were an ability that the mind flayer could only use under sufficient duress, or which he can only use on seriously wounded targets, that alone would have been sufficient to mitigate its "surprise round TPK total spoiler" status.
If the 4e dazed mechanic is similar to the miniatures dazed condition, then the dazed creature:

1. Grants combat advantage to all attackers
2. Cannot flank creatures
3. Can only act on its turn
4. Cannot make opportunity attacks or use immediate actions

It looks like another implementation of the philosophy that PCs should be able to act at least once per round, which neither the old stunned or dazed condition would have allowed.
 

Plane Sailing said:
Since it is a per-encounter power, I'd agree with you Wulf. That seems to make more sense, whether it is a 'finishing blow' to weakened foes or 'the psychic howl of pain of the bloodied illithid, directed towards his foes' and allowing it to retain some 'punch'.

Cheers

Thanks for the lifeline, bud.

I really wasn't trying to justify the 3e version so much-- it's definitely on the list of must-fixes-- but rather suggesting that the fix was too far in the opposite direction.

The last thing I want is for mind flayers to NOT elicit shrieks of panic from the players. Hell, I want that. I want to be-- to remain-- one of the players who shrieks like a girl when a mind flayer shows up.

A once-per-encounter daze isn't going to do that.
 

FireLance said:
If the 4e dazed mechanic is similar to the miniatures dazed condition, then the dazed creature:

1. Grants combat advantage to all attackers
2. Cannot flank creatures
3. Can only act on its turn
4. Cannot make opportunity attacks or use immediate actions

It looks like another implementation of the philosophy that PCs should be able to act at least once per round, which neither the old stunned or dazed condition would have allowed.

So it's an even bigger nerf?
 

The bloodied condition should not give you access to new abilities (except healing). There can be exceptions but I don't want that abilities, especially as prominent ones as Mind Blast, can only be used while wounded. This makes no sense at all.
 

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