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What would fix warlocks?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4943210" data-attributes="member: 82106"><p>Well, I'm not sure I agree with your ratings there Minigiant... Rogues are definitely the most accurate class in the game in general. </p><p></p><p>I agree though, starlock's real issue is people don't seem to build them very well. INT just isn't that big a deal for them. Its worth putting SOME effort into, but the real key to making them work well is to focus mainly on one stat, most likely CON, but CHA can work fine as well. You also have to be willing to use powers that are at least theoretically intended for the other pacts to some extent. I see starlock as sort of an in-between build that can emphasize more of the trickiness of the feypack and go CHA or more of the high damage output of the infernal pact and go CON. Admittedly they're probably the toughest class to make a good build for, but since I've seen a pretty darn effective one in our group I know it is possible.</p><p></p><p>I think it would be fine to have a feat to increase curse damage to a d8. Even though it can be done via a rod there's no harm in having 2 ways to get the same thing. Some warlocks may not want to use one of those specific rods and would rather spend the feat. Others won't need the feat or may later find it redundant and can retrain it. </p><p></p><p>Basically what I see is warlocks are just finicky more than somehow defective. Of all the PHB1 classes warlocks are the one I would least want to hand off to a new or very casual player. With the trickiness of balancing stats, the need for good feat selection, and a pretty hard requirement on having the right equipment, coupled with a fairly subtle tactical play requirement they are just not really a very good beginner class. Maybe that was a bit of a design failure, but it certainly doesn't seem like a major disaster requiring serious class surgery to fix.</p><p></p><p>Another observation is that while AP didn't do massive things for warlocks, it did give them some additional options. Playing them with PHB1 stuff only is pretty limiting. Possible, but not the best way to go. Again, it kind of does make the class more of an expert player oriented class. </p><p></p><p>I kind of think about it this way though. The RP aspects of warlocks are also kind of tricky. More than any other class in the game they have a fairly tight coupling between fluff and crunch. Not that the two are mechanically intertwined, but the crunchy choices of which pact to play are going to have a lot of fluffy impact on character development, assuming the character is played in a halfway decent fashion RP-wise. Once again it kind of makes it more of a class appealing to expert players.</p><p></p><p>Just kind of the nature of warlocks. Personally I'm loathe to heap new goodies on them simply because its already possible to make a good one and in the hands of the right player a boosted warlock could actually get pretty scary. In fact high level warlocks can already get pretty scary.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4943210, member: 82106"] Well, I'm not sure I agree with your ratings there Minigiant... Rogues are definitely the most accurate class in the game in general. I agree though, starlock's real issue is people don't seem to build them very well. INT just isn't that big a deal for them. Its worth putting SOME effort into, but the real key to making them work well is to focus mainly on one stat, most likely CON, but CHA can work fine as well. You also have to be willing to use powers that are at least theoretically intended for the other pacts to some extent. I see starlock as sort of an in-between build that can emphasize more of the trickiness of the feypack and go CHA or more of the high damage output of the infernal pact and go CON. Admittedly they're probably the toughest class to make a good build for, but since I've seen a pretty darn effective one in our group I know it is possible. I think it would be fine to have a feat to increase curse damage to a d8. Even though it can be done via a rod there's no harm in having 2 ways to get the same thing. Some warlocks may not want to use one of those specific rods and would rather spend the feat. Others won't need the feat or may later find it redundant and can retrain it. Basically what I see is warlocks are just finicky more than somehow defective. Of all the PHB1 classes warlocks are the one I would least want to hand off to a new or very casual player. With the trickiness of balancing stats, the need for good feat selection, and a pretty hard requirement on having the right equipment, coupled with a fairly subtle tactical play requirement they are just not really a very good beginner class. Maybe that was a bit of a design failure, but it certainly doesn't seem like a major disaster requiring serious class surgery to fix. Another observation is that while AP didn't do massive things for warlocks, it did give them some additional options. Playing them with PHB1 stuff only is pretty limiting. Possible, but not the best way to go. Again, it kind of does make the class more of an expert player oriented class. I kind of think about it this way though. The RP aspects of warlocks are also kind of tricky. More than any other class in the game they have a fairly tight coupling between fluff and crunch. Not that the two are mechanically intertwined, but the crunchy choices of which pact to play are going to have a lot of fluffy impact on character development, assuming the character is played in a halfway decent fashion RP-wise. Once again it kind of makes it more of a class appealing to expert players. Just kind of the nature of warlocks. Personally I'm loathe to heap new goodies on them simply because its already possible to make a good one and in the hands of the right player a boosted warlock could actually get pretty scary. In fact high level warlocks can already get pretty scary. [/QUOTE]
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