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*Pathfinder & Starfinder
Ray of Frost, Scorching Burst and Phantom Bolt are Dead
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<blockquote data-quote="ravenheart" data-source="post: 5327701" data-attributes="member: 72088"><p>Area burst 2 is way too generous, and slide 3 is a tad too much. I like the slow on ray of frost being an effect though. Maybe by keeping the hit line as is and adding:<p style="margin-left: 20px">Effect: The target is slowed until the end of your next turn. If the target is already slowed by this power it is instead immobilized until the end of your next turn. If the target is already immobilized by this power it is instead restrained until the end of your next turn.</p> <p style="margin-left: 20px"></p><p>Might make it needlessly complicated, but really emphasizes the powers aspect of single-target control.</p><p></p><p></p><p>I respectfully disagree. Not about how it kills minions or does solid damage, but there really is something wrong with it. </p><p>A power is only as good as it is in relation to the other powers of its level. New powers have superseeded Scorching Burst in utility and control, so that the only unique thing about it is the fire damage. Feats can be applied to many different powers, and should therefore not be aided in measuring a powers potency. </p><p>The addition of new at-wills that raise the expected damage and control output of powers should therefore require that Scorching Burst gets a well deserved boost. As you said, it WAS one of the best at-will in the game, why can't it be that again? I'm not saying we make it a must have, but I'd rather improve one power than nerf a dozen.</p><p></p><p>As for ideas how to improve it, here are some:</p><p></p><p>Make it <strong>area or close burst 1</strong>, adding verstaility and defensive capabilities. Makes for some wonky interaction with Master's Wand of SB for instance, might require some tweaking.</p><p>Another idea is to <strong>deal Int mod fire damage on a miss</strong>. Or <strong>push 1 away from the origin square</strong> on a hit.</p><p></p><p></p><p></p><p>This could work, but it sort of steals Arcing Fires thing, and it acts wonky with Master's Wand of RoF (=you ignore cover from enemies when you cast RoF, so are they still providing cover if you ignore it??). It's also a bit clunky, but so was my suggestion so who am I to complain?</p><p></p><p><strong>EDIT:</strong> Oh, I almost forgot Phantom Bolt. I'd remove the slide from the hit line and add the following:<p style="margin-left: 20px">Effect: Slide the target 1 square or knock it prone.</p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="ravenheart, post: 5327701, member: 72088"] Area burst 2 is way too generous, and slide 3 is a tad too much. I like the slow on ray of frost being an effect though. Maybe by keeping the hit line as is and adding:[INDENT]Effect: The target is slowed until the end of your next turn. If the target is already slowed by this power it is instead immobilized until the end of your next turn. If the target is already immobilized by this power it is instead restrained until the end of your next turn. [/INDENT]Might make it needlessly complicated, but really emphasizes the powers aspect of single-target control. I respectfully disagree. Not about how it kills minions or does solid damage, but there really is something wrong with it. A power is only as good as it is in relation to the other powers of its level. New powers have superseeded Scorching Burst in utility and control, so that the only unique thing about it is the fire damage. Feats can be applied to many different powers, and should therefore not be aided in measuring a powers potency. The addition of new at-wills that raise the expected damage and control output of powers should therefore require that Scorching Burst gets a well deserved boost. As you said, it WAS one of the best at-will in the game, why can't it be that again? I'm not saying we make it a must have, but I'd rather improve one power than nerf a dozen. As for ideas how to improve it, here are some: Make it [B]area or close burst 1[/B], adding verstaility and defensive capabilities. Makes for some wonky interaction with Master's Wand of SB for instance, might require some tweaking. Another idea is to [B]deal Int mod fire damage on a miss[/B]. Or [B]push 1 away from the origin square[/B] on a hit. This could work, but it sort of steals Arcing Fires thing, and it acts wonky with Master's Wand of RoF (=you ignore cover from enemies when you cast RoF, so are they still providing cover if you ignore it??). It's also a bit clunky, but so was my suggestion so who am I to complain? [B]EDIT:[/B] Oh, I almost forgot Phantom Bolt. I'd remove the slide from the hit line and add the following:[INDENT]Effect: Slide the target 1 square or knock it prone. [/INDENT] [/QUOTE]
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