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Warlock Update
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5638917" data-attributes="member: 98255"><p>My initial experience with a warlock, as my first 4e character, was that they were underpowered. I was a feylock, and I did see that the powers were more controllery and less damage-focused, but even so, the class felt underwhelming. Not enough damage to keep up with the goblin ranger (using daggers & shortbows no less), and not enough control to keep the opponents from doing whatever they wanted (the group had no actual controller - Paladin, Fighter, Cleric, Ranger, Warlock).</p><p></p><p>The easiest and most text-efficient way to boost warlock damage output would have been a tweak to make the curse do some real damage (or add better control to it). I mean, the last update, they helped by boosting the damage of dozens of individual powers, but not by enough for it to really close the gap. While the improvements to the language and wording of the powers was welcome, I still feel that they could have gone further.</p><p></p><p>And I will agree that Eldritch Blast could use some work. 1d10 damage, Ranged 10, vs Reflex, single target, one attack. It just doesn't compare to a ranger Careful Shotting with a longbow (to say nothing of Twin Strike) or even a sorcerer with Acid Orb - both of which do similar damage but at greater range and similar or better accuracy.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5638917, member: 98255"] My initial experience with a warlock, as my first 4e character, was that they were underpowered. I was a feylock, and I did see that the powers were more controllery and less damage-focused, but even so, the class felt underwhelming. Not enough damage to keep up with the goblin ranger (using daggers & shortbows no less), and not enough control to keep the opponents from doing whatever they wanted (the group had no actual controller - Paladin, Fighter, Cleric, Ranger, Warlock). The easiest and most text-efficient way to boost warlock damage output would have been a tweak to make the curse do some real damage (or add better control to it). I mean, the last update, they helped by boosting the damage of dozens of individual powers, but not by enough for it to really close the gap. While the improvements to the language and wording of the powers was welcome, I still feel that they could have gone further. And I will agree that Eldritch Blast could use some work. 1d10 damage, Ranged 10, vs Reflex, single target, one attack. It just doesn't compare to a ranger Careful Shotting with a longbow (to say nothing of Twin Strike) or even a sorcerer with Acid Orb - both of which do similar damage but at greater range and similar or better accuracy. [/QUOTE]
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