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PHB 2 power creep
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<blockquote data-quote="Caliban" data-source="post: 4750334" data-attributes="member: 284"><p>More than that, one feat allows any character to make basic melee attacks with their best attribue. Melee Weapon Training means you can have a laser cleric (or wizard, or low strength rogue, or archer ranger, etc.) who can just switch to basic melee attacks when surrounded or making an Opportunity Attack (and probably do more damage than their at-wills anyway) - regardless of their race. </p><p> </p><p>Thanks to weapon and implement expertise more attacks land across the board for all characters.</p><p> </p><p>Thanks to the rulings on weapons used as implement the PHB1 feats that give damage with certain elemental types are rendered moot. Just take weapon focus in a Staff (for wizards or invokers), dagger (for sorcerers), sword (for sword mages), get a pact weapon (for warlocks). Almost every implement class now has a weapon based implement they can use Weapon Focus with. (And in my e-mail exchange with Customer Service, the guy basically admitted that this was a change in how they ruled it previously). </p><p> </p><p>All the classes have had their effectiveness increased due to new feats and powers, or new build (tempest fighters can outdamage many strikers now, battle ragers are more resilient than a PHB1 fighter builds and just as sticky, etc.)</p><p> </p><p>Sorcers are now the best striker, and make wizards almost obsolete (especially with Invokers). "Controllers damage multiple targets" - bah. Dragon sorcerers do close blasts and do striker damage to every target, and then do more automatic damage if you try to attack them. Chaos bolt can potentially hit every enemy on the board if the sorcerer is rolling decent (and I've seen it bounce up to 10 times). The only thing the wizard really has left is movable zones of automatic damage. Everything other "controller" thing they can do is done better by one or more of the new classes.  (And I like my wizards - I have a lvl 9 elven orb wizard, a lvl 9 human staff wizard, a lvl 7 eladrin staff wizard [was wand but I used an option to switch him to staff wizard] and I will soon be starting an Deva staff wizard, unless I give up and just make a sorcerer). </p><p> </p><p>Twin Strike was one of the best at-will, so now they have class that can effectively "Twin Strike" with any of their melee powers. You don't have to choose between an increased chance to hit and less damage now. You get full damage and a greatly increased chance to hit. I like my Avenger, but the power creep is very evident - add in the "Righteous Rage of Tempus" cheese on top of it and like I said, it's faster than a creep. </p><p> </p><p>It just reminds me of Magic the Gathering, where every new set introduces one or more new game mechanics. Every new book allows the characters to manipulate the rules or environment in new ways. Unforseen interactions are going to result in more and more "broken combos" - or even just basic class features.</p></blockquote><p></p>
[QUOTE="Caliban, post: 4750334, member: 284"] More than that, one feat allows any character to make basic melee attacks with their best attribue. Melee Weapon Training means you can have a laser cleric (or wizard, or low strength rogue, or archer ranger, etc.) who can just switch to basic melee attacks when surrounded or making an Opportunity Attack (and probably do more damage than their at-wills anyway) - regardless of their race. Thanks to weapon and implement expertise more attacks land across the board for all characters. Thanks to the rulings on weapons used as implement the PHB1 feats that give damage with certain elemental types are rendered moot. Just take weapon focus in a Staff (for wizards or invokers), dagger (for sorcerers), sword (for sword mages), get a pact weapon (for warlocks). Almost every implement class now has a weapon based implement they can use Weapon Focus with. (And in my e-mail exchange with Customer Service, the guy basically admitted that this was a change in how they ruled it previously). All the classes have had their effectiveness increased due to new feats and powers, or new build (tempest fighters can outdamage many strikers now, battle ragers are more resilient than a PHB1 fighter builds and just as sticky, etc.) Sorcers are now the best striker, and make wizards almost obsolete (especially with Invokers). "Controllers damage multiple targets" - bah. Dragon sorcerers do close blasts and do striker damage to every target, and then do more automatic damage if you try to attack them. Chaos bolt can potentially hit every enemy on the board if the sorcerer is rolling decent (and I've seen it bounce up to 10 times). The only thing the wizard really has left is movable zones of automatic damage. Everything other "controller" thing they can do is done better by one or more of the new classes. (And I like my wizards - I have a lvl 9 elven orb wizard, a lvl 9 human staff wizard, a lvl 7 eladrin staff wizard [was wand but I used an option to switch him to staff wizard] and I will soon be starting an Deva staff wizard, unless I give up and just make a sorcerer). Twin Strike was one of the best at-will, so now they have class that can effectively "Twin Strike" with any of their melee powers. You don't have to choose between an increased chance to hit and less damage now. You get full damage and a greatly increased chance to hit. I like my Avenger, but the power creep is very evident - add in the "Righteous Rage of Tempus" cheese on top of it and like I said, it's faster than a creep. It just reminds me of Magic the Gathering, where every new set introduces one or more new game mechanics. Every new book allows the characters to manipulate the rules or environment in new ways. Unforseen interactions are going to result in more and more "broken combos" - or even just basic class features. [/QUOTE]
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