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What needs to be fixed in 5E?
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<blockquote data-quote="KarinsDad" data-source="post: 5709013" data-attributes="member: 2011"><p>There are a lot of Daily powers that can break an encounter. Fly isn't even on the radar of being a great encounter breaking Daily power. A good power, sure. But not encounter breaking. It needs a lot of help via other powers to break an encounter and those other powers still work without fly.</p><p></p><p>The difference with longer term fly options is that things as simple as ranged attacks, dazed, prone, stunned, killing a mount, etc. can stop it from doing anything at all, let alone break an encounter.</p><p></p><p>Even walking into another room and bolting the door can negate Fly. Having a 10 foot tall room can negate Fly. At Paragon when flight starts showing up, having a larger creature and a slightly larger room will negate flight as well.</p><p></p><p>It's just not nearly as potent, useful, or common as you seem to think. Teleport, on the other hand, is all over the place. There are over 400 powers that either allow a character to teleport, or affect teleports in some way. That's about 1 power in 21. Everybody and his brother (except Martial Power source) has one or more teleports. Clerics can teleport. Paladins can teleport. Rangers can teleport.</p><p></p><p>It's everywhere.</p><p></p><p>Very few classes have flight.</p><p></p><p>For those rare PCs that can fly longer term, the DM has many options to neutralize it. The same is not true of teleport. Short term teleport is more of a threat than longer term fly (or shorter term fly) because it's very difficult for a DM to neutralize it. Stunned or some type of mental restraint are about it. And anything that will negate teleport (except a few rare magics) will negate fly. Plus, a lot of other things will negate fly.</p><p></p><p>You've already admitted that short term fly is nowhere near as useful as short term teleport.</p><p></p><p></p><p></p><p>Sorry, but this is blatantly false.</p><p></p><p>I've seen Swordmages and Assassins nova half of an encounter in a few rounds with teleport, the rest of the encounter being cleanup. When you can place your PC anywhere on the board and none of the foes can react to it (most of the time), you control the combat.</p><p></p><p>Granted, teleport cannot do it on its own (although I've seen Dimensional Scramble crush foes by dropping them over edges). But, it opens up the entire board for things like combat advantage, bursts, and blasts.</p><p></p><p>In fact, I'm positive that Lair Assault nerfed teleport precisely because it is so common and so useful. It's a very common level 5 way past traps, so it had to be penalized.</p><p></p><p></p><p>Going back to the original point of this, Teleport is typically lower level, more common, and has more utility than fly. That's backwards. Stronger and more useful effects should be less common and higher level than weaker effects.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5709013, member: 2011"] There are a lot of Daily powers that can break an encounter. Fly isn't even on the radar of being a great encounter breaking Daily power. A good power, sure. But not encounter breaking. It needs a lot of help via other powers to break an encounter and those other powers still work without fly. The difference with longer term fly options is that things as simple as ranged attacks, dazed, prone, stunned, killing a mount, etc. can stop it from doing anything at all, let alone break an encounter. Even walking into another room and bolting the door can negate Fly. Having a 10 foot tall room can negate Fly. At Paragon when flight starts showing up, having a larger creature and a slightly larger room will negate flight as well. It's just not nearly as potent, useful, or common as you seem to think. Teleport, on the other hand, is all over the place. There are over 400 powers that either allow a character to teleport, or affect teleports in some way. That's about 1 power in 21. Everybody and his brother (except Martial Power source) has one or more teleports. Clerics can teleport. Paladins can teleport. Rangers can teleport. It's everywhere. Very few classes have flight. For those rare PCs that can fly longer term, the DM has many options to neutralize it. The same is not true of teleport. Short term teleport is more of a threat than longer term fly (or shorter term fly) because it's very difficult for a DM to neutralize it. Stunned or some type of mental restraint are about it. And anything that will negate teleport (except a few rare magics) will negate fly. Plus, a lot of other things will negate fly. You've already admitted that short term fly is nowhere near as useful as short term teleport. Sorry, but this is blatantly false. I've seen Swordmages and Assassins nova half of an encounter in a few rounds with teleport, the rest of the encounter being cleanup. When you can place your PC anywhere on the board and none of the foes can react to it (most of the time), you control the combat. Granted, teleport cannot do it on its own (although I've seen Dimensional Scramble crush foes by dropping them over edges). But, it opens up the entire board for things like combat advantage, bursts, and blasts. In fact, I'm positive that Lair Assault nerfed teleport precisely because it is so common and so useful. It's a very common level 5 way past traps, so it had to be penalized. Going back to the original point of this, Teleport is typically lower level, more common, and has more utility than fly. That's backwards. Stronger and more useful effects should be less common and higher level than weaker effects. [/QUOTE]
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