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Walking wounded: Anyone else having problems with this power?
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<blockquote data-quote="Doctor Proctor" data-source="post: 4599008" data-attributes="member: 78547"><p>Well, first off, this is a Daily...they're supposed to be powerful. Secondly, what would your proposed fix be? Making it not work at all? If the boss is a soldier or brute enemy, then this power loses a lot of effectiveness, so that should be enough to balance it out. If you make it so that the power almost never works, then that won't be very fun for the Rogue at all, will it?</p><p></p><p>If you're looking for ways around the power over the course of a session, then simply introduce two "bosses" into the adventure. This can be accomplished by two separate characters that are each powerful solos or elites that will require the party to use dailies to defeat them, but placed in separate encounters with no opportunity for an extended rest. Either that, or you could have the boss escape via a teleport or some other means that doesn't involve "movement" per se. Then the players must fight farther into the dungeon to get to him, by which point the effect will have worn off and he will be back up to full power again (and you could perhaps tweak his level either up or down depending on whether the second fight against him should be easier or harder). This way, the Rogue gets to use his power to maximum effectiveness, but doesn't completely own BBEG.</p><p></p><p>Another thing you could try is to use a teleporting enemy. Teleports aren't really "movement", since you can teleport while prone and it doesn't provoke OA's, so it wouldn't trigger the part of the power that knocks him prone. Throw an enemy like this into the fight, but don't let him know about the teleport ability until after he uses the power. In this scenario, the Rogue will still lock down the BBEG half of the time (since the teleport will probably be a recharging power), but it won't completely destroy their ability move around the battlefield.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4599008, member: 78547"] Well, first off, this is a Daily...they're supposed to be powerful. Secondly, what would your proposed fix be? Making it not work at all? If the boss is a soldier or brute enemy, then this power loses a lot of effectiveness, so that should be enough to balance it out. If you make it so that the power almost never works, then that won't be very fun for the Rogue at all, will it? If you're looking for ways around the power over the course of a session, then simply introduce two "bosses" into the adventure. This can be accomplished by two separate characters that are each powerful solos or elites that will require the party to use dailies to defeat them, but placed in separate encounters with no opportunity for an extended rest. Either that, or you could have the boss escape via a teleport or some other means that doesn't involve "movement" per se. Then the players must fight farther into the dungeon to get to him, by which point the effect will have worn off and he will be back up to full power again (and you could perhaps tweak his level either up or down depending on whether the second fight against him should be easier or harder). This way, the Rogue gets to use his power to maximum effectiveness, but doesn't completely own BBEG. Another thing you could try is to use a teleporting enemy. Teleports aren't really "movement", since you can teleport while prone and it doesn't provoke OA's, so it wouldn't trigger the part of the power that knocks him prone. Throw an enemy like this into the fight, but don't let him know about the teleport ability until after he uses the power. In this scenario, the Rogue will still lock down the BBEG half of the time (since the teleport will probably be a recharging power), but it won't completely destroy their ability move around the battlefield. [/QUOTE]
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Walking wounded: Anyone else having problems with this power?
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