Wormwood
Adventurer
Between Blood Pulse and Winged Horde, our resident Wizard wept bitter, bitter tears.surprised that no one has mentioned the Blood Pulse nerf...I'm expecting our wizard to complain loudly about it...
Sooooo delicious.
Between Blood Pulse and Winged Horde, our resident Wizard wept bitter, bitter tears.surprised that no one has mentioned the Blood Pulse nerf...I'm expecting our wizard to complain loudly about it...
Between Blood Pulse and Winged Horde, our resident Wizard wept bitter, bitter tears.
Well, Sure Strike or Careful Attack (which was the Ranger power again?) did get updated to be more powerful (but not the other so far).hah, that's not WotC's way.
Powerful stuff gets errata, weak stuff gets new books published with similar feat/item/powers that are more powerful.
And need future errata...
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None of these guys can qualify for heavy without putting points into Str or Con in addition to their secondary stat, which is annoying.
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In our game, the Cleric took 2 feats to get her AC up 2 and it's the rare game where a Wizard or Sorcerer doesn't take Leather. I think the game has a fundamental flaw when the players think they need to do this, just so that they won't get smacked with monster debilitating conditions too often. It's more or less a feat tax for these classes.
As I said before, changing it to temp hit points would mean the power would no longer be a healing power and therefore would not gain the benefit of Healer's Lore. That would reduce the amount of hit points by 4-5.
I'm largely in favor. Lots of great stuff - especially the Student of Caiphon radiant stuff. Now we just need a nerf to Eladrin Swordmage Advance!
This is good news, even though I won't be able to play for a few weeks... My wife and my first child was born this past Friday, and we need to get our lives in order first.
-O
The problem is that AC is just that good. And each point is better than the last one. Going from 55% to be hit to 50% chance to be hit is a 10% improvement; going from 10% chance to be hit to 5% chance to be hit is a 100% improvement!
This kind of thing is very hard to avoid without using a bell curve model (that is, rolling 2 or more dice).
But going from a 90% chance to miss to a 95% chance to miss isn't a 100% improvement. That kind of math is faulty, and each point of increase is only a 5% improvement, where each point is no more better than the last, unless you can hit a threshold where you can't be hit at all.
Additionally, that's why I like the Feats that give you the +1 to hit, because they're just as good at level 30 as they are at level 1.