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What is, by consensus opinion, obviously broken?
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<blockquote data-quote="Stalker0" data-source="post: 5085589" data-attributes="member: 5889"><p>In the category of broken, my current punching bag is healing. Now that my group is in the upper paragon I'm starting to really see the power of healing. Its not that it just makes the group powerful, it also reduces the thrill of combat. When a player can go from dying on the group to completely full several times a combat it takes a bit of the sting out of it.</p><p></p><p>I actually really like how epic destinies can let players come back when they die. That's....epic! But frankly I wonder how often those powers would actually get used due to super healing.</p><p></p><p></p><p>On my "I would like to see changes", my biggest two are:</p><p></p><p>1) Changes to conditions.</p><p>2) Return of buff spells (effects).</p><p></p><p></p><p>4e made a great move with conditions in that it cleaned up the 30+ conditions into a nice condensed list with very clean, clear mechanics. But I find conditions are too plentiful in the game. I have had the combats where literally I am adding and removing 6+ different conditions on a monster every round. I wish conditions were less frequent....or conditions were something that was easier to keep track of.</p><p></p><p>Forced movement is great. My power hits, I do the forced movement, I'm done don't have to think about it. If there were more of those kinds of effects, I would be a fan.</p><p></p><p></p><p>My second are buff spells, and what I mean by that are more effect based powers. I don't miss the hour long buff fests from 3e. What I do miss is a cleric who focuses his spells on making himself a badass. A miss spells (powers) where I don't have to worry about hitting, I'm casting this effect so that I'm cooler for the following rounds.</p><p></p><p>Right now I think there is too much reliance on hitting to get powers to activate. I don't mind that hitting gives an effect, but something I want to use a power not for the damage...but just to activate some effect. I think adding back buff powers would also reduce some of the emphasize on a classes primary stat.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5085589, member: 5889"] In the category of broken, my current punching bag is healing. Now that my group is in the upper paragon I'm starting to really see the power of healing. Its not that it just makes the group powerful, it also reduces the thrill of combat. When a player can go from dying on the group to completely full several times a combat it takes a bit of the sting out of it. I actually really like how epic destinies can let players come back when they die. That's....epic! But frankly I wonder how often those powers would actually get used due to super healing. On my "I would like to see changes", my biggest two are: 1) Changes to conditions. 2) Return of buff spells (effects). 4e made a great move with conditions in that it cleaned up the 30+ conditions into a nice condensed list with very clean, clear mechanics. But I find conditions are too plentiful in the game. I have had the combats where literally I am adding and removing 6+ different conditions on a monster every round. I wish conditions were less frequent....or conditions were something that was easier to keep track of. Forced movement is great. My power hits, I do the forced movement, I'm done don't have to think about it. If there were more of those kinds of effects, I would be a fan. My second are buff spells, and what I mean by that are more effect based powers. I don't miss the hour long buff fests from 3e. What I do miss is a cleric who focuses his spells on making himself a badass. A miss spells (powers) where I don't have to worry about hitting, I'm casting this effect so that I'm cooler for the following rounds. Right now I think there is too much reliance on hitting to get powers to activate. I don't mind that hitting gives an effect, but something I want to use a power not for the damage...but just to activate some effect. I think adding back buff powers would also reduce some of the emphasize on a classes primary stat. [/QUOTE]
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