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UA Ranger (Playtest 6)
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<blockquote data-quote="Chaosmancer" data-source="post: 9057635" data-attributes="member: 6801228"><p>Dear Players, we realize we made the ranger actually fun to play and you all loved it. We apologize for this misstep and have applied the nerf hammer liberally to correct it. It won't happen again. </p><p style="text-align: right">-WoTC</p><p></p><p>Seriously, what the heck?! I haven't read the subclasses yet, but holy crap.</p><p></p><p>If I have a choice between cantrips and weapon mastery, give me cantrips! They are so much better. </p><p></p><p>I guess the Deft Explorer is fine, only getting half the expertise you used to, but why not just give advantage on survival checks within the terrain instead of only when tracking creatures. There is more to survival than tracking. </p><p></p><p>Hunter's Mark... I hate all of this. 1/turn, costs higher level spell slots to get better damage, and a return to concentration?! Yes, you get free casts, but those casts are 1st level, which maxes you at +1d6.</p><p></p><p>And THEN your capstone relies on you attacking someone with Hunter's Mark, so let's just take a gander at all the spells they DON'T want you casting as a ranger. Because they WANT you using a 5th level slot to maintain 24 hours of concentration on Hunter's Mark. </p><p></p><p>Beast Bond</p><p>Detect Magic</p><p>Detect Poison and Disease</p><p>Entangle</p><p>Faerie Fire</p><p>Fog Cloud</p><p>Protection from Evil and Good</p><p>Ensnaring Strike</p><p>Hail of Thorns</p><p>Zephyr Strike</p><p>Barkskin</p><p>Beast Sense</p><p>Dust Devil</p><p>Earthbind</p><p>Enhance ability</p><p>Enlarge Reduce</p><p>Flame Blade</p><p>Flaming Sphere</p><p>Gust of Wind</p><p>Healing Spirit</p><p>Heat Metal</p><p>Hold Person</p><p>Locate Object</p><p>Moonbeam</p><p>Pass Without Trace</p><p>Skywrite</p><p>Spike Growth</p><p>Summon Beast</p><p>Warding Wind</p><p>Aura of Vitality</p><p>Lightning Arrow</p><p>Call Lightning</p><p>Conjure Animals</p><p>Elemental Weapon</p><p>Flame Arrows</p><p>Protection from Energy</p><p>Sleet Storm</p><p>Summon Fey</p><p>Wall of Water</p><p>Wind Wall</p><p>Confusion</p><p>Conjure Minor Elementals</p><p>Conjure Woodland Beings</p><p>Control Water</p><p>Dominate Beast</p><p>Elemental Bane</p><p>Giant Insect</p><p>Grasping Vine</p><p>Guardian of Nature</p><p>Locate Creature</p><p>Polymorph</p><p>Stoneskin</p><p>Summon Elemental</p><p>Wall of fire</p><p>Watery Sphere</p><p>Antilife shell</p><p>Conjure Elemental</p><p>Control Winds</p><p>Insect plague</p><p>Maelstrom</p><p>Scrying</p><p>Tree Stride</p><p>Wall of Stone</p><p>Wrath of Nature</p><p>Oh yeah, and SWIFT QUIVER</p><p></p><p>Non-Concentration was too powerful? Fine, I can believe that because it was actually good. But if you are going to make the capstone rely on it, then you need to make casting it with a 3rd or 5th level slot make it non-concentration. </p><p></p><p>Also, since I am ranting, Conjure barrage needs to be 6d8 to meet expectations for a 3rd level spell, and Conjure Volley needs to be 10d8. </p><p></p><p></p><p>And so I'm not all negative, I did like the change to Nature's Veil. But other than that? WHY!</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9057635, member: 6801228"] Dear Players, we realize we made the ranger actually fun to play and you all loved it. We apologize for this misstep and have applied the nerf hammer liberally to correct it. It won't happen again. [RIGHT]-WoTC[/RIGHT] Seriously, what the heck?! I haven't read the subclasses yet, but holy crap. If I have a choice between cantrips and weapon mastery, give me cantrips! They are so much better. I guess the Deft Explorer is fine, only getting half the expertise you used to, but why not just give advantage on survival checks within the terrain instead of only when tracking creatures. There is more to survival than tracking. Hunter's Mark... I hate all of this. 1/turn, costs higher level spell slots to get better damage, and a return to concentration?! Yes, you get free casts, but those casts are 1st level, which maxes you at +1d6. And THEN your capstone relies on you attacking someone with Hunter's Mark, so let's just take a gander at all the spells they DON'T want you casting as a ranger. Because they WANT you using a 5th level slot to maintain 24 hours of concentration on Hunter's Mark. Beast Bond Detect Magic Detect Poison and Disease Entangle Faerie Fire Fog Cloud Protection from Evil and Good Ensnaring Strike Hail of Thorns Zephyr Strike Barkskin Beast Sense Dust Devil Earthbind Enhance ability Enlarge Reduce Flame Blade Flaming Sphere Gust of Wind Healing Spirit Heat Metal Hold Person Locate Object Moonbeam Pass Without Trace Skywrite Spike Growth Summon Beast Warding Wind Aura of Vitality Lightning Arrow Call Lightning Conjure Animals Elemental Weapon Flame Arrows Protection from Energy Sleet Storm Summon Fey Wall of Water Wind Wall Confusion Conjure Minor Elementals Conjure Woodland Beings Control Water Dominate Beast Elemental Bane Giant Insect Grasping Vine Guardian of Nature Locate Creature Polymorph Stoneskin Summon Elemental Wall of fire Watery Sphere Antilife shell Conjure Elemental Control Winds Insect plague Maelstrom Scrying Tree Stride Wall of Stone Wrath of Nature Oh yeah, and SWIFT QUIVER Non-Concentration was too powerful? Fine, I can believe that because it was actually good. But if you are going to make the capstone rely on it, then you need to make casting it with a 3rd or 5th level slot make it non-concentration. Also, since I am ranting, Conjure barrage needs to be 6d8 to meet expectations for a 3rd level spell, and Conjure Volley needs to be 10d8. And so I'm not all negative, I did like the change to Nature's Veil. But other than that? WHY! [/QUOTE]
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