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What type of ranger would your prefer for 2024?
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<blockquote data-quote="Chaosmancer" data-source="post: 9084106" data-attributes="member: 6801228"><p>Okay? I never said it was. I just pointed out that for many people the requirement of magic was a non-starter. That doesn't mean all their companions have to be ogre smashable. </p><p></p><p></p><p></p><p>So, a magical, primal connection? Cause that's exactly how I might describe a magical, primal connection. </p><p></p><p></p><p></p><p>Did you forget Moon Druids spend most of their time not being able to cast spells while transformed? Also, yeah I flat out did the math of 5d6+25 earlier. Kind of weird though, if I was a Feral Spirit Tamer, I could get one or two attacks AND THEN 5 attacks of "stronger than normal" so, maybe like 5d6+35? But this Beastmorph loses attacks to just.. combine? I mean, if you don't get any benefit from combining, why not keep your health pools separate so you can double benefit from buffs and magical healing from other classes? </p><p></p><p>So, you've now taken it from hilariously broken, to fundamentally weaker than the baseline tamer you want to create. Again. </p><p></p><p></p><p></p><p>No, but if you aren't a caster and you aren't a rogue, you get extra attack. So, two attacks is pretty reasonable. And... I didn't mention spells in my math except for the paladin. And you don't need to tell me paladins get spells. I know. </p><p></p><p></p><p></p><p>The feral Companion has more HP and can be healed from class abilities and OTHER party members. You didn't say teleport away to heal, you said teleport away when they hit 0 hp. Could be like the new Familars who have a similar mechanic, that doesn't involve healing. And... how do you hide in the master but also give them temp hp? </p><p></p><p>I know you have built this yet, but you were raking me over the coals for saying it would be difficult. Yet for how extremely mindlessly easy you claimed it would be, you sure are making a whole lot of messes that you only fix after I point them out. </p><p></p><p></p><p></p><p>This is all painfully obvious, but do you know what else is painfully obvious? </p><p></p><p>No one is complaining about the Beast Master losing their action any more... because they don't. The Artificer's Beast Companion was very well received, and often lauded as exactly what the Beast Master Ranger should have been. Same with the Drakewarden, it is very well recieved. </p><p></p><p>So, you've created this entire elaborate structure to justify changing how strong the beast is... and completely missed that people are general satisfied with the current set-up. So, you have all this set-up, all this work, couched in the idea of removing things people currently like and want, all to maybe make it better if you don't mess up the design? </p><p></p><p>Why not... just stick with what is working? </p><p></p><p></p><p></p><p></p><p>Right.... so, I'll restate my question. Why can't the Warden be the non-magical one, since the poll shows people still want the magical ranger? Seems kind of obvious to make the new thing into the new thing, instead of making the old thing into a new thing so you can make the new thing into the old thing.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9084106, member: 6801228"] Okay? I never said it was. I just pointed out that for many people the requirement of magic was a non-starter. That doesn't mean all their companions have to be ogre smashable. So, a magical, primal connection? Cause that's exactly how I might describe a magical, primal connection. Did you forget Moon Druids spend most of their time not being able to cast spells while transformed? Also, yeah I flat out did the math of 5d6+25 earlier. Kind of weird though, if I was a Feral Spirit Tamer, I could get one or two attacks AND THEN 5 attacks of "stronger than normal" so, maybe like 5d6+35? But this Beastmorph loses attacks to just.. combine? I mean, if you don't get any benefit from combining, why not keep your health pools separate so you can double benefit from buffs and magical healing from other classes? So, you've now taken it from hilariously broken, to fundamentally weaker than the baseline tamer you want to create. Again. No, but if you aren't a caster and you aren't a rogue, you get extra attack. So, two attacks is pretty reasonable. And... I didn't mention spells in my math except for the paladin. And you don't need to tell me paladins get spells. I know. The feral Companion has more HP and can be healed from class abilities and OTHER party members. You didn't say teleport away to heal, you said teleport away when they hit 0 hp. Could be like the new Familars who have a similar mechanic, that doesn't involve healing. And... how do you hide in the master but also give them temp hp? I know you have built this yet, but you were raking me over the coals for saying it would be difficult. Yet for how extremely mindlessly easy you claimed it would be, you sure are making a whole lot of messes that you only fix after I point them out. This is all painfully obvious, but do you know what else is painfully obvious? No one is complaining about the Beast Master losing their action any more... because they don't. The Artificer's Beast Companion was very well received, and often lauded as exactly what the Beast Master Ranger should have been. Same with the Drakewarden, it is very well recieved. So, you've created this entire elaborate structure to justify changing how strong the beast is... and completely missed that people are general satisfied with the current set-up. So, you have all this set-up, all this work, couched in the idea of removing things people currently like and want, all to maybe make it better if you don't mess up the design? Why not... just stick with what is working? Right.... so, I'll restate my question. Why can't the Warden be the non-magical one, since the poll shows people still want the magical ranger? Seems kind of obvious to make the new thing into the new thing, instead of making the old thing into a new thing so you can make the new thing into the old thing. [/QUOTE]
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