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<blockquote data-quote="keterys" data-source="post: 4262680" data-attributes="member: 43019"><p>I think you're disagreeing with the wrong thing. I never said that classes shouldn't have themed lists of abilities.</p><p></p><p>I'm saying that those powers should be balanced against each other. Going purely hypothetical for a second, let's say I was making a new encounter power for some classes, it might look like:</p><p></p><p>Defender: 2W + target immobilized 1 round.</p><p>Striker: 2W + shift before and after attack.</p><p>Leader: 2W + allies gain temporary hit points.</p><p>Controller: Ranged AoE 1d8 + targets slowed.</p><p></p><p>You can't look at any of those and go 'Well, his is clearly better than hers'. They each started off with 'damage + special' and made it their own.</p><p></p><p></p><p></p><p>Though you can get a respectable amount of AoE from strikers if that's your desire. </p><p></p><p></p><p></p><p>And defenders, leaders, and a controller have a respectable number of single target powers.</p><p></p><p>Powers can be themed all they want to be - don't care. I care about powers being balanced for their level and frequency. I'd go so far as to say you should be able to take all of the powers and look at them for balance without considering which class had them. It might be tough in some instances, but a 'close enough' test should be possible.</p><p></p><p>In the same way that you should be able to take a lot of powers and change 'cold' to 'lightning' or 'radiant' to 'necrotic', adjust flavor appropriately, and still use the powers. Flavor's great, but I'm talking balance.</p><p></p><p></p><p></p><p>Someone should let paladins know about their monopoly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>There are a _lot_ of AoE effects in the other classes you may not have noticed. A lot are close bursts and blasts, but especially the warlock and ranger have some.</p></blockquote><p></p>
[QUOTE="keterys, post: 4262680, member: 43019"] I think you're disagreeing with the wrong thing. I never said that classes shouldn't have themed lists of abilities. I'm saying that those powers should be balanced against each other. Going purely hypothetical for a second, let's say I was making a new encounter power for some classes, it might look like: Defender: 2W + target immobilized 1 round. Striker: 2W + shift before and after attack. Leader: 2W + allies gain temporary hit points. Controller: Ranged AoE 1d8 + targets slowed. You can't look at any of those and go 'Well, his is clearly better than hers'. They each started off with 'damage + special' and made it their own. Though you can get a respectable amount of AoE from strikers if that's your desire. And defenders, leaders, and a controller have a respectable number of single target powers. Powers can be themed all they want to be - don't care. I care about powers being balanced for their level and frequency. I'd go so far as to say you should be able to take all of the powers and look at them for balance without considering which class had them. It might be tough in some instances, but a 'close enough' test should be possible. In the same way that you should be able to take a lot of powers and change 'cold' to 'lightning' or 'radiant' to 'necrotic', adjust flavor appropriately, and still use the powers. Flavor's great, but I'm talking balance. Someone should let paladins know about their monopoly. :) There are a _lot_ of AoE effects in the other classes you may not have noticed. A lot are close bursts and blasts, but especially the warlock and ranger have some. [/QUOTE]
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