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Scion of the Three Rogue was Way More Boring than I Expected.
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<blockquote data-quote="Soulknife_Infiltrator" data-source="post: 9580694" data-attributes="member: 7040881"><p>So this is a bit late for a feedback report, though I still think it worth posting.</p><p></p><p>Anyway, my friends and I had this 5~9 quick playtest campaign with the new subclasses recently, and the Scion of the Three looks great overall, but it turned out to be rather boring when comes to real play. Most of time it feels like you haven't picked a Subclass, even worse than the Assassin.</p><p></p><p><strong>Bloodthirst </strong>has two features. The first adds extra damage equal to half of Rogue's level (round up) to Bloodied (half hp left) creatures. </p><p></p><p>This looks nice but it feels pretty useless in actual combats. It does nothing at the start of the game. Minions often die quickly. It's either my teammates kill a minion in one round or it's half dead and I kill it with one-shot, like, I can't feel that +3 did anything...Then finally when there're Bloodied enemy, okay, +3, and that's all.</p><p></p><p>And the biggest problem is, I have to keep asking my DM “Which one is Bloodied?” before my attack which can be a bit annoying.</p><p></p><p>I can get the philosophy of the design that Bloodied enemies make the Rogue go into frenzy, but the mechanism and the number just feels boring and doesn't do anything.</p><p></p><p>The second feature allows you to take a Reaction to Teleport 30 feet then make a melee attack when a creature you can see dies. This a good and fun feature, but it can only be used in a number of times <em>equal to your Int modifer, and regain all expended uses after a Long Rest</em>.</p><p></p><p>I mean, this is a good feature, cool, fun, potential Double SA, but Rogues can't main Int and True Strike won't help either since your Reaction Attack isn't based on Int. You only have 2~3 uses per day and that's too less for an adventure day. Players would wanna save their uses in Boss fight of the day, and you'll find yourself playing a Vanilla Rogue before it burns out and after it burned out, which sadly it burns out quickly.</p><p></p><p>I think there shouldn't be limits to the number of use of it, compared to what Thief and Shadow Monk gets (unlimited Bonus Magic Items/ unlimited Bonus Shadow Step), especially it's hard to be triggered in many occasions, and you can't utilize the Teleportation Attack useful in many cases.</p><p></p><p><strong>Dread Allegiance</strong> gives you an option for one Resistance out of three specific options (<em>Psychic, Poison, Necrotic</em>) and one cantrip out of three (<em>Minor Illusion, Blade Ward, Chill Touch</em>). Not bad but does nothing still, and poor utility.</p><p></p><p>9th Level feature gives you a new Cunning Strike option that allows you to make your enemy Frightened, not bad, nothing special, and nothing else.</p><p></p><p>Overall, this subclass is like a “god-worshiping Assassin”, but way more boring than the Assassin. Assassinate is a better tactical feature. Intiative brings more impact to the combat and auto Advantage triggers Vex. Tool Proficiencies also have better out-of-combat utility.</p><p></p><p><strong>Opinion:</strong> I think Teleportation Attack feature of Bloodthirst shouldn't be limited to a certain number of uses per Long Rest. It should be at least a Short Rest feature.</p><p></p><p>But my real opion is. The number of uses shouldn't be limited at all since it isn't that easy to be triggered and utilize properly. Just make it triggered by a enemy you can see dies in 30 or 15 feet for balancing in that case.</p><p></p><p>Or, just delete the extra damage and limit the Teleportation Attack to one use, but recharges when you hit a Bloodied enemy with Sneak Attack, similar to Phantom Rogue in a different way. This would bring more fun and tactical utility to it.</p></blockquote><p></p>
[QUOTE="Soulknife_Infiltrator, post: 9580694, member: 7040881"] So this is a bit late for a feedback report, though I still think it worth posting. Anyway, my friends and I had this 5~9 quick playtest campaign with the new subclasses recently, and the Scion of the Three looks great overall, but it turned out to be rather boring when comes to real play. Most of time it feels like you haven't picked a Subclass, even worse than the Assassin. [B]Bloodthirst [/B]has two features. The first adds extra damage equal to half of Rogue's level (round up) to Bloodied (half hp left) creatures. This looks nice but it feels pretty useless in actual combats. It does nothing at the start of the game. Minions often die quickly. It's either my teammates kill a minion in one round or it's half dead and I kill it with one-shot, like, I can't feel that +3 did anything...Then finally when there're Bloodied enemy, okay, +3, and that's all. And the biggest problem is, I have to keep asking my DM “Which one is Bloodied?” before my attack which can be a bit annoying. I can get the philosophy of the design that Bloodied enemies make the Rogue go into frenzy, but the mechanism and the number just feels boring and doesn't do anything. The second feature allows you to take a Reaction to Teleport 30 feet then make a melee attack when a creature you can see dies. This a good and fun feature, but it can only be used in a number of times [I]equal to your Int modifer, and regain all expended uses after a Long Rest[/I]. I mean, this is a good feature, cool, fun, potential Double SA, but Rogues can't main Int and True Strike won't help either since your Reaction Attack isn't based on Int. You only have 2~3 uses per day and that's too less for an adventure day. Players would wanna save their uses in Boss fight of the day, and you'll find yourself playing a Vanilla Rogue before it burns out and after it burned out, which sadly it burns out quickly. I think there shouldn't be limits to the number of use of it, compared to what Thief and Shadow Monk gets (unlimited Bonus Magic Items/ unlimited Bonus Shadow Step), especially it's hard to be triggered in many occasions, and you can't utilize the Teleportation Attack useful in many cases. [B]Dread Allegiance[/B] gives you an option for one Resistance out of three specific options ([I]Psychic, Poison, Necrotic[/I]) and one cantrip out of three ([I]Minor Illusion, Blade Ward, Chill Touch[/I]). Not bad but does nothing still, and poor utility. 9th Level feature gives you a new Cunning Strike option that allows you to make your enemy Frightened, not bad, nothing special, and nothing else. Overall, this subclass is like a “god-worshiping Assassin”, but way more boring than the Assassin. Assassinate is a better tactical feature. Intiative brings more impact to the combat and auto Advantage triggers Vex. Tool Proficiencies also have better out-of-combat utility. [B]Opinion:[/B] I think Teleportation Attack feature of Bloodthirst shouldn't be limited to a certain number of uses per Long Rest. It should be at least a Short Rest feature. But my real opion is. The number of uses shouldn't be limited at all since it isn't that easy to be triggered and utilize properly. Just make it triggered by a enemy you can see dies in 30 or 15 feet for balancing in that case. Or, just delete the extra damage and limit the Teleportation Attack to one use, but recharges when you hit a Bloodied enemy with Sneak Attack, similar to Phantom Rogue in a different way. This would bring more fun and tactical utility to it. [/QUOTE]
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