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What is, by consensus opinion, obviously broken?
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<blockquote data-quote="Sadrik" data-source="post: 5085640" data-attributes="member: 14506"><p>Things I didn't like:</p><p>1. Forced grid</p><p>2. Forced roles</p><p>3. Inflexible design</p><p>4. Square circles and running diagonally is the same as running straight on the grid</p><p>6. Poorly thought out and last minute multi-classing rules</p><p>7. Everything is core</p><p>8. 15 levels of attack powers of which some lower level are better than higher level</p><p>9. Every player is playing a caster</p><p>10. At-will first level attack powers</p><p>11. Combat that becomes dry and stale</p><p>12. Combat too long</p><p>13. Powers on cards to speed up play</p><p>14. Funky unique races in first book</p><p>15. Daily martial powers</p><p>16. WIS having little focus</p><p>17. Too many feat requirements</p><p>18. Extremely structured power selection</p><p>19. Master work armor</p><p>20. Hyperbolic economy and astral diamonds</p><p>21. High level characters never get good at what they do, they just ride a treadmill that keeps them equal to their opponents.</p><p>22. two weapon fighting</p><p>23. minions</p><p>24. neck slot</p><p>25. 1/2 elf +2 con</p><p>26. 1/2 orc +2 dex</p><p>27. Astral Fire, Burning Blizzard, Dark Fury and Raging Storm</p><p>28. Characters feel cookie cut because of their reliance on their prime stat</p><p>29. Paladin, Cleric, Warlock and Ranger two stat power structure</p><p>30. Inability to make it my own through customization on DDI</p><p>31. Using my INT to dodge your blows but with heavy armor I am not smart enough</p><p>32. Core splat book weapons</p><p>33. 1/2lings cannot wield a quarterstaff</p><p>34. Combat focus first, role play focus second</p><p>35. Rolling to hit your willpower</p><p>36. Some conditions are off</p><p>37. Stealth skill and stealth errata</p><p>38. Teleporting elves</p><p>39. Action economy especially with regard to summons and animal companions etc.</p><p>40. Siloing and the afterthought that rituals are</p><p></p><p>There are some good things though, they are just buried so deeply that they don't shine.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5085640, member: 14506"] Things I didn't like: 1. Forced grid 2. Forced roles 3. Inflexible design 4. Square circles and running diagonally is the same as running straight on the grid 6. Poorly thought out and last minute multi-classing rules 7. Everything is core 8. 15 levels of attack powers of which some lower level are better than higher level 9. Every player is playing a caster 10. At-will first level attack powers 11. Combat that becomes dry and stale 12. Combat too long 13. Powers on cards to speed up play 14. Funky unique races in first book 15. Daily martial powers 16. WIS having little focus 17. Too many feat requirements 18. Extremely structured power selection 19. Master work armor 20. Hyperbolic economy and astral diamonds 21. High level characters never get good at what they do, they just ride a treadmill that keeps them equal to their opponents. 22. two weapon fighting 23. minions 24. neck slot 25. 1/2 elf +2 con 26. 1/2 orc +2 dex 27. Astral Fire, Burning Blizzard, Dark Fury and Raging Storm 28. Characters feel cookie cut because of their reliance on their prime stat 29. Paladin, Cleric, Warlock and Ranger two stat power structure 30. Inability to make it my own through customization on DDI 31. Using my INT to dodge your blows but with heavy armor I am not smart enough 32. Core splat book weapons 33. 1/2lings cannot wield a quarterstaff 34. Combat focus first, role play focus second 35. Rolling to hit your willpower 36. Some conditions are off 37. Stealth skill and stealth errata 38. Teleporting elves 39. Action economy especially with regard to summons and animal companions etc. 40. Siloing and the afterthought that rituals are There are some good things though, they are just buried so deeply that they don't shine. [/QUOTE]
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