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<blockquote data-quote="AbdulAlhazred" data-source="post: 5760768" data-attributes="member: 82106"><p>Meh, not really. You're a controller, so you aren't really out to do a lot of damage. It isn't like binders have big AoEs either. They will hit multiple targets a decent amount, but if you figure random chance would give each PC in a group roughly 1 kill per encounter and the strikers are going to do considerably better than that then you're looking at a lower echelon controller like this one getting a kill maybe once every 2 encounters. There will be times where there are a bunch of minions and you can amp that up some, but when you compare it to most class features that trigger every time you 'do your thing' it bites. Your suggestion maybe is not bad. I'd almost just go for a 'when you hit an enemy' and keep it simple. The push could be knocked down to 1 square (you can always jack it up with various feats etc).</p><p></p><p></p><p>Eh, the boon itself isn't BAD. It is somewhat situational though. In some cases pushing enemies around the field is GREAT and in others it is almost irrelevant. Still, when it is good it can be hideously good. I think that was part of the problem. Somehow the devs think that a boon that works once in a great while and MAY do some horrendous damage to the enemy is wonderful, but it really isn't. Yeah, the malison idea might work.</p><p></p><p>I still say that fundamentally though it will always be a weak class because it just shares too much niche with the wizard and the regular warlock (not to mention bards can move stuff around like chess pieces). I just can't ask myself the question "what is special about this class that it does that some similar class doesn't do already?". I think the reason the mechanical design failed is because it had no vision behind it to start with. The best design has to be backed with vision. D&D isn't a boardgame you can just make up mechanics for.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5760768, member: 82106"] Meh, not really. You're a controller, so you aren't really out to do a lot of damage. It isn't like binders have big AoEs either. They will hit multiple targets a decent amount, but if you figure random chance would give each PC in a group roughly 1 kill per encounter and the strikers are going to do considerably better than that then you're looking at a lower echelon controller like this one getting a kill maybe once every 2 encounters. There will be times where there are a bunch of minions and you can amp that up some, but when you compare it to most class features that trigger every time you 'do your thing' it bites. Your suggestion maybe is not bad. I'd almost just go for a 'when you hit an enemy' and keep it simple. The push could be knocked down to 1 square (you can always jack it up with various feats etc). Eh, the boon itself isn't BAD. It is somewhat situational though. In some cases pushing enemies around the field is GREAT and in others it is almost irrelevant. Still, when it is good it can be hideously good. I think that was part of the problem. Somehow the devs think that a boon that works once in a great while and MAY do some horrendous damage to the enemy is wonderful, but it really isn't. Yeah, the malison idea might work. I still say that fundamentally though it will always be a weak class because it just shares too much niche with the wizard and the regular warlock (not to mention bards can move stuff around like chess pieces). I just can't ask myself the question "what is special about this class that it does that some similar class doesn't do already?". I think the reason the mechanical design failed is because it had no vision behind it to start with. The best design has to be backed with vision. D&D isn't a boardgame you can just make up mechanics for. [/QUOTE]
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