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Time to remake the Bard
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<blockquote data-quote="Ashrym" data-source="post: 7835885" data-attributes="member: 6750235"><p>And then what? You drop it the first combat you get to for<em> hex</em>, drop <em>hex </em>for <em>enhance ability</em> after the fight and then realize you're out of slots to keep that up? What impressive thing do you thing you've done with <em>enhance ability</em>? </p><p></p><p></p><p></p><p>Repeating that hasn't made it true. All the rogue needs to do is get 2 opportunity attacks that qualify as sneak attacks at any point in the day to have his encounters easily out-damage your 2 <em>fireball</em> encounters at 6th level. Rogues are ahead until 14th level if the bard also picks up disintegrate and that doesn't last with thief's reflexes or death strike.</p><p></p><p>Hitting multiple opponents is definitely an advantage but it's not changing the fact the per target damage ends up lower than the individual focused damage melee combat provides. That's a demonstration of "roles" where one is mobile high per target damage and the other is cleaning out trash mobs.</p><p></p><p>It's the real reason to take <em>fireball</em> or <em>lightning bolt</em>. If the plan was to spam <em>eldritch blasts</em> with another damage spell and add some utility then cutting to the chase and playing a warlock does it much better.</p><p></p><p></p><p></p><p>Adding a damage option is a good idea. Adding a damage option doesn't make them any better than any other class that already has a damage option. Secrets adds better at-will spell casting damage. Extra attack adds more already. Bards didn't suffer from burst damage options at lower levels with options like <em>dissonant whispers, thunderwave, shatter, </em>or <em>compulsion.</em></p><p></p><p>The only thing you did with your secrets was leverage <em>hex </em>instead of <em>dissonant whispers</em> and handle AoE mobs with <em>fireball</em> instead of <em>hypnotic pattern</em>. It was a different approach to the same ends and didn't change how powerful the bard was in any way.</p><p></p><p></p><p></p><p>That's not because of the ability to pick up different spells or also do skills or pick up some damage options. It's the party multiplier and support focus in that spell list and class abilities that makes it good.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7835885, member: 6750235"] And then what? You drop it the first combat you get to for[I] hex[/I], drop [I]hex [/I]for [I]enhance ability[/I] after the fight and then realize you're out of slots to keep that up? What impressive thing do you thing you've done with [I]enhance ability[/I]? Repeating that hasn't made it true. All the rogue needs to do is get 2 opportunity attacks that qualify as sneak attacks at any point in the day to have his encounters easily out-damage your 2 [I]fireball[/I] encounters at 6th level. Rogues are ahead until 14th level if the bard also picks up disintegrate and that doesn't last with thief's reflexes or death strike. Hitting multiple opponents is definitely an advantage but it's not changing the fact the per target damage ends up lower than the individual focused damage melee combat provides. That's a demonstration of "roles" where one is mobile high per target damage and the other is cleaning out trash mobs. It's the real reason to take [I]fireball[/I] or [I]lightning bolt[/I]. If the plan was to spam [I]eldritch blasts[/I] with another damage spell and add some utility then cutting to the chase and playing a warlock does it much better. Adding a damage option is a good idea. Adding a damage option doesn't make them any better than any other class that already has a damage option. Secrets adds better at-will spell casting damage. Extra attack adds more already. Bards didn't suffer from burst damage options at lower levels with options like [I]dissonant whispers, thunderwave, shatter, [/I]or [I]compulsion.[/I] The only thing you did with your secrets was leverage [I]hex [/I]instead of [I]dissonant whispers[/I] and handle AoE mobs with [I]fireball[/I] instead of [I]hypnotic pattern[/I]. It was a different approach to the same ends and didn't change how powerful the bard was in any way. That's not because of the ability to pick up different spells or also do skills or pick up some damage options. It's the party multiplier and support focus in that spell list and class abilities that makes it good. [/QUOTE]
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