Possible QC change - Community input appreciated
- Akroma666
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Re: Possible QC change - Community input appreciated
So the problem it seems with the natural DR and the EDM.
Let's fix that and allow people to continue to play a popular class they love.
Remove the DR and leave it as a free feat, resrict FS from taking EDM. There, problem solved, no one gets super upset and its only a minor tweak. Charisma rp is still there. If we feel that isn't enough in another month or two, we revisit this discussion and perhaps lower saves and remove feats. I think that's totally fair.
Let's fix that and allow people to continue to play a popular class they love.
Remove the DR and leave it as a free feat, resrict FS from taking EDM. There, problem solved, no one gets super upset and its only a minor tweak. Charisma rp is still there. If we feel that isn't enough in another month or two, we revisit this discussion and perhaps lower saves and remove feats. I think that's totally fair.
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- mrm3ntalist
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Re: Possible QC change - Community input appreciated
Why is EDM the problem?
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Karond
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Re: Possible QC change - Community input appreciated
Why? It seems more logical to have it the other way around. Druid is spells and DC both on WIS. Their spontaneous counterpart, spirit-shaman, is spells on WIS and DC on CHA.Steve wrote: Then, with this point, then it seems better to leave FS as CHA for spells (like sorcerer).
Cleric is spells and DC both on WIS. Their spontaneous counterpart would follow the above pattern with the original suggestion, spells on WIS, DC on CHA. To have it CHA only just seems off, and the spells on CHA, DC on WIS is odd as well in this pattern.
- Akroma666
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Re: Possible QC change - Community input appreciated
IDK, that's what I was gathering? EDM is non-reducable flat damage bonus. It's basically power attack on steroids for a minute or 2 that you can use 8+ times a day. It's pretty amazing for fighter builds, but for FS, its just icing on the cake that makes them break through the "OP" barrier IMO.mrm3ntalist wrote:Why is EDM the problem?
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Re: Possible QC change - Community input appreciated
Fighter builds with EDM are not even close to the power of FS. Obviously EDM on its own is not the issue. The issue is the synergies of FS with EDM that makes it very easy for FS to take. Those synergies are nerfed by changing the casting stats as per karond's suggestion.Akroma666 wrote:IDK, that's what I was gathering? EDM is non-reducable flat damage bonus. It's basically power attack on steroids for a minute or 2 that you can use 8+ times a day. It's pretty amazing for fighter builds, but for FS, its just icing on the cake that makes them break through the "OP" barrier IMO.mrm3ntalist wrote:Why is EDM the problem?
By the way, a non EDM FS can solo the same content with an EDM one as easy.
Last edited by mrm3ntalist on Mon Aug 15, 2016 10:48 am, edited 1 time in total.
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- Ariella
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Re: Possible QC change - Community input appreciated
Its more the charisma synergy then EDM its self. I would still suggest changing the spell progression as well. It always seemed odd to me that it would have better then sorc and additional feats every few levels.
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Re: Possible QC change - Community input appreciated
I do not and never have played a Favored Soul, but from what I read in the source books, they're supposed to be powerful:
Also, according to the same source book, paladins and other lawful favored souls should be rare:Complete Divine wrote:The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations
removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric’s path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.
Maybe this calls for an application, rather than a nerf.Complete Divine wrote:Divine magic is intuitive to a favored soul, not a matter of careful prayer. This intuitive nature leads to a freer interpretation of faith and doctrine, and so favored souls tend slightly toward chaos over law.
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- grymhild
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Re: Possible QC change - Community input appreciated
this is a bit tongue-in-cheek snarky and off-topic
oh, favored souls... right... so they weren't introduced as Forgotten Realms class, they were introduced in the 3.5 The Complete Divine splat book and sort of wiggled into the Realms.
I kinda think their class RP is ... I dunno... difficult? on a PW like BGTSCC. I mean it could be done, but I also think there should be more DM involvement in guidance, helping, supporting (and "policing" ) all divine RP.
if we are going to keep the class, I agree with the person who said that maybe rewording the class name and description and description might be a good idea. I also think that maybe we should lower the spells known to closer to bard or sorceror)
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I kinda think their class RP is ... I dunno... difficult? on a PW like BGTSCC. I mean it could be done, but I also think there should be more DM involvement in guidance, helping, supporting (and "policing" ) all divine RP.
if we are going to keep the class, I agree with the person who said that maybe rewording the class name and description and description might be a good idea. I also think that maybe we should lower the spells known to closer to bard or sorceror)
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- Steve
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Re: Possible QC change - Community input appreciated
In order to keep with the OG implementation of the FS, as Charisma based, it also follows the Wizard/INT / Sorcerer/CHA by leaving Cleric/Wis / FS/CHA.
I understand that QC's job is to balance mechanics, and the DMs to balance RP. But the mechanical change of CHA to WIS also changes the RP, in the change proposed in the OP.
I understand that QC's job is to balance mechanics, and the DMs to balance RP. But the mechanical change of CHA to WIS also changes the RP, in the change proposed in the OP.
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- Calodan
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Re: Possible QC change - Community input appreciated
Was thinking for a second. We just added a ton of new spells. There are quite a few of them divine and arcane that have a ton of RP value. I for one do not really advocate for lowering the FvS spells known because instead of taking useless DC check mechanical spells like before I selected those ones instead for RP value and such. If we lower the spells instead the answer for anyone who builds the class is to just take the most powerful mechanical spells and not use the new ones. I believe Karond already posted what a FvS spell list would look like with that change.
Now here comes the big question. What if we raised spells known for each class of same RP design to be more on par with FvS? I.E. Spirit Shaman, Sorcerer specifically. How does that effect the server's magical balance?
With that said as well the real issue in my mind is not FvS itself as much as the fact that pure melee classes in general can not compete with the magical classes in the first place. Like I have stated before Kory originally was not really intended to be a magic user divine, arcane or otherwise. I really saw him as a WM/DS/F but I found that class mix to be subpar in competing in anything on the server so like all others before me I RCR'D into a easier class to learn the server. I really think a lot could be fixed by finding a way to help pure melee classes to become far more relevant not only in PvM but also PvE.
Also I think this entire thread should be taken with a grain of salt as any change for this may be awhile down the road with bug fixing currently happening already. I do not believe this to be something that would suddenly happen or change overnight.
Now here comes the big question. What if we raised spells known for each class of same RP design to be more on par with FvS? I.E. Spirit Shaman, Sorcerer specifically. How does that effect the server's magical balance?
With that said as well the real issue in my mind is not FvS itself as much as the fact that pure melee classes in general can not compete with the magical classes in the first place. Like I have stated before Kory originally was not really intended to be a magic user divine, arcane or otherwise. I really saw him as a WM/DS/F but I found that class mix to be subpar in competing in anything on the server so like all others before me I RCR'D into a easier class to learn the server. I really think a lot could be fixed by finding a way to help pure melee classes to become far more relevant not only in PvM but also PvE.
Also I think this entire thread should be taken with a grain of salt as any change for this may be awhile down the road with bug fixing currently happening already. I do not believe this to be something that would suddenly happen or change overnight.
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Re: Possible QC change - Community input appreciated
Shaman already has the same progression as FvS, in spells known and spells per day.Calodan wrote:Now here comes the big question. What if we raised spells known for each class of same RP design to be more on par with FvS? I.E. Spirit Shaman, Sorcerer specifically. How does that effect the server's magical balance?
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Re: Possible QC change - Community input appreciated
Kinda mentioned this thought as a cheeky solution....
Favored soul, people's main issue reading every post basically comes down to damage out put. The DPS. Damage per second mind set. It's high damage pvp higher damage pve. It's the king of the roost and maybe rightly so.
Most modern games. Actually all that I can think of have had this problem with one class crushing another. World of Warcraft. guild wars even things like Destiny and that new awesomeness from blizzard. But all these games fix this issue by addressing damage.
They fix them with a single damage percent reduction
Why can this not be done with favored soul? Ten percent? Fifteen? I see the mechanics for percentage already in the game.
Perhaps not the easiest thing to script. But is it not doable?
Then no one has to fuss with stats, spell dcs attacks. Classes. Gear. Just have to find the right number to bring damage out put. DPS in line with everyone else. Or well close to it as possible.
Favored soul, people's main issue reading every post basically comes down to damage out put. The DPS. Damage per second mind set. It's high damage pvp higher damage pve. It's the king of the roost and maybe rightly so.
Most modern games. Actually all that I can think of have had this problem with one class crushing another. World of Warcraft. guild wars even things like Destiny and that new awesomeness from blizzard. But all these games fix this issue by addressing damage.
They fix them with a single damage percent reduction
Why can this not be done with favored soul? Ten percent? Fifteen? I see the mechanics for percentage already in the game.
Perhaps not the easiest thing to script. But is it not doable?
Then no one has to fuss with stats, spell dcs attacks. Classes. Gear. Just have to find the right number to bring damage out put. DPS in line with everyone else. Or well close to it as possible.
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AlwaysSummer Day
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Re: Possible QC change - Community input appreciated
That would create a ton of work. Instead of just simply nerfing FS they would have to buff like10 classes, rebalance a ton of PRC's, buff dozens of monsters, reevaluate equipment etc etc etc. The RCRing that FS would have to do if they were nerfed is a drop in the ocean compared to what all other classes would need to do with a massive change like that.Calodan wrote:Now here comes the big question. What if we raised spells known for each class of same RP design to be more on par with FvS? I.E. Spirit Shaman, Sorcerer specifically. How does that effect the server's magical balance?
Things that can be adjusted -
Total spells
Spellcaster attributes
Class feats
Saves
HP
Skills
PRC/feat/multiclass restrictions
Class name/description
Application only class
Remove it
I would like to at least see a low save and a renaming of the class. Combine this with Karonds proposed wis/cha spellcaster split and now your cooking.
The next bit may be excessive.
The last change could be a drop to D6 HP (-60hp at lvl 30) combined with making the low save fortitude. Or decrease spell slots to be in line with sorcerers. The first idea makes them a glass canon caster with a tough shell. The second makes them a combat Gish that can't easily ward themselves without resting.
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Re: Possible QC change - Community input appreciated
Are we really complaining about feats? Weapon group, focus and specialization? Heck just about all classes get freebie feats...
I think balance wise I'm totally ok lowering 1 save to low since the genreal design of classes follow this methodology. Spells based off of a cha is a defining feature so would leave this as is. A name change...sure why not update the description and name. Also if you take away a feature add another to replace it.
I think balance wise I'm totally ok lowering 1 save to low since the genreal design of classes follow this methodology. Spells based off of a cha is a defining feature so would leave this as is. A name change...sure why not update the description and name. Also if you take away a feature add another to replace it.
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- Flasmix
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Re: Possible QC change - Community input appreciated
Changing Divine Might to properly reflect it's 3.5 Pen and Paper counterpart would probably be just as good.
As per; http://alcyius.com/dndtools/feats/compl ... index.html
As per; http://alcyius.com/dndtools/feats/compl ... index.html
That's it, one round. None of this rounds = to Charisma Bonus crap. They had that in earlier 3.0 versions but nerfed it once they saw how OP it was. If we want to take more of a match pen and paper approach, that would fix a lot of the issues.As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.
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