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<blockquote data-quote="Destil" data-source="post: 5772583" data-attributes="member: 1980"><p>Things I would like to see in a 4.5E style revision (though really more like 4.25 or even 4.1)</p><p></p><p>Feats need the biggest overhaul by far. There's too many and they're too complex, plus mandatory 'feat taxes'. Fix the base math without feats (non AC defense and attack bonuses for PC). Cut and combine the remaining list down as small as possible and try and keep as many as possible simple to the point that you can forget about it in play (which contradicts the above, sadly, as the basic math fixes are some of the best about this). Feats were intended to be low-complexity and some have gotten out of hand.</p><p></p><p>Stacking is just broken right now in the hands of optimizer. This is a huge failure on the part of the people who've maintained the edition, because the original intentions as laid out before 4E came out was to fix this problem. Unnamed bonuses are pretty much out of control if a PC picked up every one available due mostly to laziness because it's easier to just tack on more unnamed bonuses to feats and items than properly think about stacking. We should actually get what we were told we would: unnamed bonuses are rare (class/paragon features) and almost every other bonus is a Feat, Power or Item bonus. Only exceptionally narrow feats should allow unnamed bonuses, removing feat tax rules allows feats to actually use the feat bonus type again without being redundant. Items need less cleanup but there's still a good number of unnamed bonuses that can easily always be turned on with the right combination that should be typed. Powers are actually pretty good here.</p><p></p><p>Monster damage has been fixed at this point (IMHO it's slightly ahead of where it should be now, but it's closer than before). Monster HP scaling could use a bit of a nerf especially because of the above will nerf potential PC damage a little.</p><p></p><p>Rules for zones and damaging terrain should be cleaned up, unified and placed in the common rules, similar to the rules for conjurations. Define a 'damaging zone' (when people take damage is always the same, fix the ping-pong possibility) and have all zone powers simply create one. Also define things like wall of fire's movement penalty vs. difficult terrain, which work in a similar way but use different rules.</p><p></p><p>Give every class one more round of overhauls, including removing truly worthless powers (keep them as a reference to powers that replace them) with a bit more willingness to make changes and remove the needs for some of the class based feat taxes (giving the swordmage Intelligent Blade-master for free and the Battlemind a Con equivalent as class features fixes several things broken with essentials and some potentially broken mutli-classing/hybrid combos, for instance). The only class that really <em>needs </em> some work as far as more powers at this point (in general, there's specific levels in a lot of classes that could use some) is the seeker because most of their high level stuff just doesn't do what it needs to, a revision similar to the warlock could be good there.</p></blockquote><p></p>
[QUOTE="Destil, post: 5772583, member: 1980"] Things I would like to see in a 4.5E style revision (though really more like 4.25 or even 4.1) Feats need the biggest overhaul by far. There's too many and they're too complex, plus mandatory 'feat taxes'. Fix the base math without feats (non AC defense and attack bonuses for PC). Cut and combine the remaining list down as small as possible and try and keep as many as possible simple to the point that you can forget about it in play (which contradicts the above, sadly, as the basic math fixes are some of the best about this). Feats were intended to be low-complexity and some have gotten out of hand. Stacking is just broken right now in the hands of optimizer. This is a huge failure on the part of the people who've maintained the edition, because the original intentions as laid out before 4E came out was to fix this problem. Unnamed bonuses are pretty much out of control if a PC picked up every one available due mostly to laziness because it's easier to just tack on more unnamed bonuses to feats and items than properly think about stacking. We should actually get what we were told we would: unnamed bonuses are rare (class/paragon features) and almost every other bonus is a Feat, Power or Item bonus. Only exceptionally narrow feats should allow unnamed bonuses, removing feat tax rules allows feats to actually use the feat bonus type again without being redundant. Items need less cleanup but there's still a good number of unnamed bonuses that can easily always be turned on with the right combination that should be typed. Powers are actually pretty good here. Monster damage has been fixed at this point (IMHO it's slightly ahead of where it should be now, but it's closer than before). Monster HP scaling could use a bit of a nerf especially because of the above will nerf potential PC damage a little. Rules for zones and damaging terrain should be cleaned up, unified and placed in the common rules, similar to the rules for conjurations. Define a 'damaging zone' (when people take damage is always the same, fix the ping-pong possibility) and have all zone powers simply create one. Also define things like wall of fire's movement penalty vs. difficult terrain, which work in a similar way but use different rules. Give every class one more round of overhauls, including removing truly worthless powers (keep them as a reference to powers that replace them) with a bit more willingness to make changes and remove the needs for some of the class based feat taxes (giving the swordmage Intelligent Blade-master for free and the Battlemind a Con equivalent as class features fixes several things broken with essentials and some potentially broken mutli-classing/hybrid combos, for instance). The only class that really [I]needs [/I] some work as far as more powers at this point (in general, there's specific levels in a lot of classes that could use some) is the seeker because most of their high level stuff just doesn't do what it needs to, a revision similar to the warlock could be good there. [/QUOTE]
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