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<blockquote data-quote="med stud" data-source="post: 3876172" data-attributes="member: 1211"><p>OTOH they also seem to be fairly conditional. The "impressive damage" one might be a good opening move but then again maybe it won't; you open with obscene damage, the damage get healed, you blew your most powerful weapon and got nothing for it. It might be better to save your "impressive damage" for when you think it will one-shot the opponent. You see, a simple "impressive damage" power contains loads of possibilities for optimal use.</p><p></p><p>The "hit hard and fast with a powerful daily ability that gave allies a bonus to hit the target" is also only useful if you have allies that have positioned themselves in a way that means that they can attack optimally. You also have to make a trade off in if there are enough people close by or if there ever will be enough people close by. Again, you don't just use this ability at the start of the combat without putting thought into it.</p><p></p><p>"make one of the giants play whack-a-mole with an ally" sounds like it might be very useful in some circumstances and less useful in others. In the best case scenario you use it to take one round away from a powerful opponent and kill another opponent in one use of this power. In another situation you use it to deal 2d8+17 damage.</p><p></p><p>All of the above abilities are not of the auto fire variety that it's always best to open a combat with. They may even be suboptimal to per encounter abilities in certain circumstances. </p><p></p><p>I really think that I am right in this considering that this is more or less basic game design since Starcraft from 1997. The most expensive choice is not always the best choice for any situation. If computer game design have worked on this principle since about then I'd be surprised if RPG- designers didn't do it now.</p></blockquote><p></p>
[QUOTE="med stud, post: 3876172, member: 1211"] OTOH they also seem to be fairly conditional. The "impressive damage" one might be a good opening move but then again maybe it won't; you open with obscene damage, the damage get healed, you blew your most powerful weapon and got nothing for it. It might be better to save your "impressive damage" for when you think it will one-shot the opponent. You see, a simple "impressive damage" power contains loads of possibilities for optimal use. The "hit hard and fast with a powerful daily ability that gave allies a bonus to hit the target" is also only useful if you have allies that have positioned themselves in a way that means that they can attack optimally. You also have to make a trade off in if there are enough people close by or if there ever will be enough people close by. Again, you don't just use this ability at the start of the combat without putting thought into it. "make one of the giants play whack-a-mole with an ally" sounds like it might be very useful in some circumstances and less useful in others. In the best case scenario you use it to take one round away from a powerful opponent and kill another opponent in one use of this power. In another situation you use it to deal 2d8+17 damage. All of the above abilities are not of the auto fire variety that it's always best to open a combat with. They may even be suboptimal to per encounter abilities in certain circumstances. I really think that I am right in this considering that this is more or less basic game design since Starcraft from 1997. The most expensive choice is not always the best choice for any situation. If computer game design have worked on this principle since about then I'd be surprised if RPG- designers didn't do it now. [/QUOTE]
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