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Paragon Path: Champion of the Colossus Blade
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<blockquote data-quote="DanChops" data-source="post: 4402477" data-attributes="member: 48840"><p>One of the difficulties I'm having in trying to evaluate the balanced nature of this power is that the four comparison powers seem poorly balanced among themselves. In particular, the Iron Vanguard's Indominitable Strength seems significantly weaker than the other three. The other three, however, seem to be at least on the same level of usefulness, since they all do roughly the same level of damage, and their rider effects seem roughly comparable.</p><p> </p><p>So, if we leave Indominitable Strength out of the analysis for a minute, what do we get? Well, I think that 2[W] + Str + HS and push 2 and knockdown would be roughly equal with the damage and effect output of the other three comparison powers, if slightly weaker. So, if FoS didn't cost 2 HS to use, then that would probably be balanced. Of course, it does cost 2 HS, so we need to increase the efficacy of the power to compensate for the cost.</p><p> </p><p>The question then becomes, how much is the cost of 2 HS worth? 1[W]? 2[W]? Some extra squares added to the push? Adding dazed to the list of effects on a hit? Adding immobile? Doing something as an effect, not tied to the hit? I'm really not sure, but here are a few thoughts:</p><p> </p><p><strong>Hit: </strong>2[W] + Str + HS</p><p><strong>Effect: </strong>Push the target two squares and knock the target prone.</p><p> </p><p><strong>Hit:</strong> 3[W] + Str + HS, push the target two squares, knock the target prone, and the target is dazed until the end of your next turn.</p><p> </p><p><strong>Hit: </strong>3[W] + Str + HS, push the target four (or maybe Con mod?) squares, knock the target prone</p><p> </p><p><strong>Hit:</strong> 4[W] + Str + HS, push the target two squares, target is dazed until the end of your next turn.</p><p> </p><p>Or something like that.</p></blockquote><p></p>
[QUOTE="DanChops, post: 4402477, member: 48840"] One of the difficulties I'm having in trying to evaluate the balanced nature of this power is that the four comparison powers seem poorly balanced among themselves. In particular, the Iron Vanguard's Indominitable Strength seems significantly weaker than the other three. The other three, however, seem to be at least on the same level of usefulness, since they all do roughly the same level of damage, and their rider effects seem roughly comparable. So, if we leave Indominitable Strength out of the analysis for a minute, what do we get? Well, I think that 2[W] + Str + HS and push 2 and knockdown would be roughly equal with the damage and effect output of the other three comparison powers, if slightly weaker. So, if FoS didn't cost 2 HS to use, then that would probably be balanced. Of course, it does cost 2 HS, so we need to increase the efficacy of the power to compensate for the cost. The question then becomes, how much is the cost of 2 HS worth? 1[W]? 2[W]? Some extra squares added to the push? Adding dazed to the list of effects on a hit? Adding immobile? Doing something as an effect, not tied to the hit? I'm really not sure, but here are a few thoughts: [B]Hit: [/B]2[W] + Str + HS [B]Effect: [/B]Push the target two squares and knock the target prone. [B]Hit:[/B] 3[W] + Str + HS, push the target two squares, knock the target prone, and the target is dazed until the end of your next turn. [B]Hit: [/B]3[W] + Str + HS, push the target four (or maybe Con mod?) squares, knock the target prone [B]Hit:[/B] 4[W] + Str + HS, push the target two squares, target is dazed until the end of your next turn. Or something like that. [/QUOTE]
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