I'd even argue in favor of the vampire. My wife played one for a few levels, and she really liked it. Even from level 1, its powers made it "feel" like a vampire. It was pretty obvious it would have scaling problems going into Paragon, but I think it did a good job of expressing its theme.Nah, none of them, except maybe the vampire, were close to unplayable at any level. They were “viable” for a CharOp game, but that isn’t important at all. They played fine in actual games, so long as your goal wasn’t to win dnd through superior system mastery (or you weren’t playing with people who were into that, obv). Except the vampire. It just...doesn’t work.
I'd even argue in favor of the vampire. My wife played one for a few levels, and she really liked it. Even from level 1, its powers made it "feel" like a vampire. It was pretty obvious it would have scaling problems going into Paragon, but I think it did a good job of expressing its theme.
It was, yes, but I'm generally an advocate for Heroic play over Paragon or Epic anyway...it's one reason I like the Neverwinter book so much.Were those levels early Heroic? The general consensus among the Char Op community was that many of the Essentials classes worked fine in Heroic tier but began breaking down in Paragon tier and beyond. This was demonstrated mathematically over and over again, that the system math just broke down for many of these classes--that some (not all) of these classes not only didn't maintain "expected Char Op standards" for their role but that they became a drain on a party's resources (i.e., their capacities did not offset the additional XP budget increased by their presence in the party) in a typical, non-optimized home game.
It was, yes, but I'm generally an advocate for Heroic play over Paragon or Epic anyway...it's one reason I like the Neverwinter book so much.
I'd even argue in favor of the vampire. My wife played one for a few levels, and she really liked it. Even from level 1, its powers made it "feel" like a vampire. It was pretty obvious it would have scaling problems going into Paragon, but I think it did a good job of expressing its theme.
My preference too. Though it's also where I have the vast majority of my play experience. I need to read through the Neverwinter book thoroughly; to this point, I've just skimmed some sections.
Sentinel Druid was awful and flat out could not perform its supposed role, Scout was a weaker version of the Seeker and couldnt perform its supposed role, Binder was unplayable mechanically, its primary shtick just didnt work. Skald was useless post heroic. Bladesinger required ridiculous amounts of optimization. Hexblade was a Swordmage knockoff that was attached to Warlock for ??? Mage was just, well, overpowered. Its well off the top end of the charts, it will be the spotlight in every situation.Fair enough! The Trapper Keeper was pretty poorly made, sadly. There was a lot that was excellent conceptually, but the math just didn’t reach the basic numbers for the role.
Still, I think there was more good than bad, overall. The only real duds, IMO, were the Binder, Bladesinger (mostly after heroic, and mostly in that it only had at wills contributing to its concept), vampire, and arguably the Berserker?
The Fighters, Rangers, thief rogue; Mage, Executioner, Cavalier, Blackguard, and Skald, were all within pre-essentials power levels, and quite fun to play, for us at least.
Were those levels early Heroic? The general consensus among the Char Op community was that many of the Essentials classes worked fine in Heroic tier but began breaking down in Paragon tier and beyond. This was demonstrated mathematically over and over again, that the system math just broke down for many of these classes--that some (not all) of these classes not only didn't maintain "expected Char Op standards" for their role but that they became a drain on a party's resources (i.e., their capacities did not offset the additional XP budget increased by their presence in the party) in a typical, non-optimized home game.
Now, I'm sure a GM working with a group of likeminded players could work together to ameliorate some or even most of this in their individual games, but the system itself worked against some E classes in the way I outline above because (1) they lack leveled encounter attack powers, (2) have bad or lacking support (relative to classes with more longevity in the system), (3) have acces only to a single at-will attack, and so on.
I would be very surprised if you were anything other than very impressed - it is an excellent product.
Right this second, if you were to ask me : Top 3 products ? MV:TtNV, HotFW, NWCS (or is it just NCS?) And, keep in mind, I find the [Bladesigner] to be a mess...![]()