Uncertain on blast changes.

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elftv
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Uncertain on blast changes.

Post by elftv »

Acid is helpful with leveling for feylock, but hasn't fey just been forced to constantly change blast types while star and fathomless gained unique damage types you won't be seeing resistances to? Unless I'm not aware of psychic and entropy doing less or being resisted. I imagine if they are, it's in exceedingly unique cases that will require them to only swap one damage type over for a whole entire dungeon's length.

Large kudos overall. I couldn't be happier for warlocks with canon cantrips and having familiars and the eye glow additions. Though I think it would be nice to overtake a see invis/uv glow with toggle eyeglow with the additions for dramatic effect and not needing to -dispel yourself for it.
Bees in Space
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Re: Uncertain on blast changes.

Post by Bees in Space »

On the contrary, any enemy that's immune to mind affecting spells is completely immune to psychic damage. This includes most vermin, slimes, and undead, all of which are fairly common at early levels, moreso in the Underdark than the surface, but still. If I could make a suggestion, maybe change star pact's blast type progression to sonic, psychic, then entropy.
Scraps
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Re: Uncertain on blast changes.

Post by Scraps »

elftv wrote: Mon Jun 13, 2022 11:45 pm Acid is helpful with leveling for feylock, but hasn't fey just been forced to constantly change blast types while star and fathomless gained unique damage types you won't be seeing resistances to?
The magic portion of the cold/acid blasts will be positive too, if someone has /5 Positive resist, all of your blasts will lose at least 5 damage.

It's a nerf because Fey's utility and spell list was having it dominate all Warlock builds. Now they'll be behind all pacts in terms of blast damage, but retain all the non-blast damage related things that make them good.
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Party in the forest at midnight
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Re: Uncertain on blast changes.

Post by Party in the forest at midnight »

There are entropy and psychic defensive essences.
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Re: Uncertain on blast changes.

Post by xf1313 »

just tested on a starlock,new type feels cool, and would be happy if star gets sonic still. I hope changes make its way to PGCC, so I can see the summons! I am so curious
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Re: Uncertain on blast changes.

Post by MathAenya »

Fey blaster was a better blast warlock mechanically than other pacts, that's a good nerf. Thanks team for not nerfing their utility and spells into the ground.
elftv
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Re: Uncertain on blast changes.

Post by elftv »

Bees in Space wrote: Tue Jun 14, 2022 3:04 am On the contrary, any enemy that's immune to mind affecting spells is completely immune to psychic damage. This includes most vermin, slimes, and undead, all of which are fairly common at early levels, moreso in the Underdark than the surface, but still. If I could make a suggestion, maybe change star pact's blast type progression to sonic, psychic, then entropy.
This is good to know. I wasn't aware of the nature of this. Thank you!
Party in the forest at midnight wrote: Tue Jun 14, 2022 5:25 am There are entropy and psychic defensive essences.
This is also good to know. Though, there is not magic essences, which is the thematic capstone damage type for warlocks to bypass reductions and elemental resistance spells that is now positive for feylocks.
Scraps wrote: Tue Jun 14, 2022 4:48 am
elftv wrote: Mon Jun 13, 2022 11:45 pm Acid is helpful with leveling for feylock, but hasn't fey just been forced to constantly change blast types while star and fathomless gained unique damage types you won't be seeing resistances to?
The magic portion of the cold/acid blasts will be positive too, if someone has /5 Positive resist, all of your blasts will lose at least 5 damage.

It's a nerf because Fey's utility and spell list was having it dominate all Warlock builds. Now they'll be behind all pacts in terms of blast damage, but retain all the non-blast damage related things that make them good.
This is part of what I was trying to figure out I think. I'm not a fan of that, personally, I think it's a bit much especially since they're gonna be facing Protection from Elements and Energy buffer much more now, but it's not like everyone is full geared and essenced.

Overall I'm concerned for fey blaster but hopeful that the situation is alright. I'm not gonna complain about double dominate, planar binding is good enough anyway. You fail most of your dominate monster casts on high level enemies with low charisma anyway so I rely on dominate person to enjoy sometimes.
Hinty
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Re: Uncertain on blast changes.

Post by Hinty »

With Positive pushed all the way back to level 20 at the earliest, I am curious to know if Feylocks have to wait until level 20 to have healing blasts now, or do ALL Feylock blasts count as healing because they all have positive energy elements?
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Re: Uncertain on blast changes.

Post by Kalopsia »

Hinty wrote: Tue Jun 14, 2022 6:37 pm With Positive pushed all the way back to level 20 at the earliest, I am curious to know if Feylocks have to wait until level 20 to have healing blasts now, or do ALL Feylock blasts count as healing because they all have positive energy elements?
You have an infinite healing cantrip in the meantime :)
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Re: Uncertain on blast changes.

Post by cornelius_4 »

Kalopsia wrote: Tue Jun 14, 2022 6:40 pm
Hinty wrote: Tue Jun 14, 2022 6:37 pm With Positive pushed all the way back to level 20 at the earliest, I am curious to know if Feylocks have to wait until level 20 to have healing blasts now, or do ALL Feylock blasts count as healing because they all have positive energy elements?
You have an infinite healing cantrip in the meantime :)
Being able to heal things with a greater fey pact was a lot of fun, that will be missed. It's currently no longer possible to heal without an epic pact. Without that, some unique combinations using no more than 10 warlock levels, are lost.

Being able to pick up a creature on the road and keep it, and what summons you might have, going without much effort or loss of resources was something all on it's own.
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Re: Uncertain on blast changes.

Post by Kalopsia »

cornelius_4 wrote: Tue Jun 14, 2022 6:51 pm
Kalopsia wrote: Tue Jun 14, 2022 6:40 pm
Hinty wrote: Tue Jun 14, 2022 6:37 pm With Positive pushed all the way back to level 20 at the earliest, I am curious to know if Feylocks have to wait until level 20 to have healing blasts now, or do ALL Feylock blasts count as healing because they all have positive energy elements?
You have an infinite healing cantrip in the meantime :)
Being able to heal things with a greater fey pact was a lot of fun, that will be missed. It's currently no longer possible to heal without an epic pact. Without that, some unique combinations using no more than 10 warlock levels, are lost.

Being able to pick up a creature on the road and keep it, and what summons you might have, going without much effort or loss of resources was something all on it's own.
You can still do so though. Cure Minor Wounds is now a warlock cantrip, cantrips are infinite for all classes and the spell was buffed to heal 1d3 HP per 3 caster levels.
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Re: Uncertain on blast changes.

Post by cornelius_4 »

I know it's there, but the diffference in effort and time is significant. It's sort of like how you can technically charge a phone with a hand crank. Why not use that instead of the charger? It can be done.

The healing of the blast could restore about ~25 hit points at range (10d4). It was enough that I didn't think much of it when I had to use it and generally enjoyed keeping things alive. With about ~6 hit points by touch with the cantrip (3d3), it can only be said to be cumbersome by comparison.
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Re: Uncertain on blast changes.

Post by AstralUniverse »

thats just between levels 10 and 20 that you would have heal blast and now dont. How long do you really spend in this level range.

since we're giving feedback about the update in this thread after all, I'll add a bit.

Love the cantrips. easier to mine now. gives me something to do in a party in which I probably shouldnt use blast. and that's awesome.

Love the familiar.

the nerf to blast in pvp basically means -10 damage per round through a defensive essence, which may or may not be meaningful when trying to interrupt spells.

the nerf in pve is actually more felt because now i need to toggle between two types depending on what creatures resist less, and sometimes they resist both, so I need to use the lower damage blast in positive, something that wouldnt happen at all previously. that + the reduction to 1 dominated creature made pve a bit more challenging, relatively.

Over all, I dont think feylock blaster was or is low in the balance food chain. it is still capable to cheesing with stealth just as before, and can still rekt most if not all the epic bosses on the surface/shadowplane/baator solo.

I also still think it's by far the most appealing pact to play in terms of just fun. So I like the update over all. Thanks a lot Kalo.
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Re: Uncertain on blast changes.

Post by cornelius_4 »

AstralUniverse wrote: Tue Jun 14, 2022 10:01 pm thats just between levels 10 and 20 that you would have heal blast and now dont. How long do you really spend in this level range.
The character the numbers are based on is at level 30, with 10 levels of warlock. I will spend forever at that level range :). Hexblade and warlock is made to have synergy, so some of the mechanical things I considered for 20 hexblade, 10 warlock was:

- Able to give any weapon a +5 enhancement, sounded neat.
- Able to heal at will, never tried that before. Turned out it was nice to have.

- Able to melee while still having plenty of other things to do - This can be little things like making an orc my champion and having him murder his buddes while I heal him. I could animal empathy my way to a few allies, summon a pair of half-decent shadows and keep them all alive without worrying about kits.

For that combination, eldritch blast could deliver 10d4 healing at range, even while polymorphed.

3d3 healing from the cantrip at the range of touch, is enough of a reduction that it's fair to say, it is cumbersome by comparison. 4 times as many clicks and rounds is enough to make it lose it's charm.

It was a unique feature of the feylock that it could offer easy-to-use healing for 10 levels, when paired with hexblade.
Last edited by cornelius_4 on Tue Jun 14, 2022 11:52 pm, edited 34 times in total.
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Re: Uncertain on blast changes.

Post by Drowboy »

So, not to be harsh, but- that's a really niche build, that probably shouldn't be considered too heavily on overall balance for a class that mostly wants you to put 27+ levels in it. No? The (feylock only!) ranged/aoe healer niche being pushed to what you might call "dedicated warlocks" doesn't seem like a downside.
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Re: Uncertain on blast changes.

Post by cornelius_4 »

I don't know how common or not the combination is. Perhaps that specific combination is uncommon.

I also wouldn't know of the balance. I know THE balance is the harmony that results from man and nature no longer clashing, but instead coexisting, or so Archdruid Arundel said one time I passed by, but it seems like that is not what is meant (forgive my transgressions).

I mention the problem in case anyone happens to be listening. It could be. Maybe they can find a way to preserve balance and allow healing at level 10. Pointing it out is one step in that direction.

Also, telling you all my gruesome tale will help me adjust, in case it's there to stay.
elftv
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Re: Uncertain on blast changes.

Post by elftv »

It's still probably the best path to percision blast so that's something to note.

I know of at least four warlock builds with 3 blast upgrades and so the others don't really do that much less, and come with super summons or undead, all of which they have on tap. Basically feylock blaster should do about 25% more damage than them but has taken a hit due to defensive essences.

Another thing is the reliability of a low end charisma build with no ESF using CC spells is eh. Remember that arena fights happen in a baby death box.

Shouldn't be that bad but I still feel weird about this, like something is off about the balance on high end warlock builds now. Like Scraps said, it appears to be behind them now.

I am glad the dev has clearly seen the thread so I know they're monitoring the situation. Not too concerned with posting more unless I think of something or there's something I want to respond to.
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Re: Uncertain on blast changes.

Post by Scraps »

I would like to say that while Star Pact getting Psychic is thematic and cool, it's also cripped its early game.

There are a ton of mind immune enemies out there, and you're stuck with psychic for 10 levels, unless you're double pacting. That's a long time to have your blast damage halved against all undead, most vermin, all constructs, all oozes, and a host of other creatures too. Clarities are also common monster buffs.

Just, as it stands for both PvE and PvP Psychic is the worst possible blast to use. But mostly I'm bringing this up because its potentially crippling for someone playing a Star Pact from 1-10
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Re: Uncertain on blast changes.

Post by AstralUniverse »

cornelius_4 wrote: Tue Jun 14, 2022 10:14 pm
AstralUniverse wrote: Tue Jun 14, 2022 10:01 pm thats just between levels 10 and 20 that you would have heal blast and now dont. How long do you really spend in this level range.
The character the numbers are based on is at level 30, with 10 levels of warlock. I will spend forever at that level range :). Hexblade and warlock is made to have synergy, so some of the mechanical things I considered for 20 hexblade, 10 warlock was:

- Able to give any weapon a +5 enhancement, sounded neat.
- Able to heal at will, never tried that before. Turned out it was nice to have.

- Able to melee while still having plenty of other things to do - This can be little things like making an orc my champion and having him murder his buddes while I heal him. I could animal empathy my way to a few allies, summon a pair of half-decent shadows and keep them all alive without worrying about kits.

For that combination, eldritch blast could deliver 10d4 healing at range, even while polymorphed.

3d3 healing from the cantrip at the range of touch, is enough of a reduction that it's fair to say, it is cumbersome by comparison. 4 times as many clicks and rounds is enough to make it lose it's charm.

It was a unique feature of the feylock that it could offer easy-to-use healing for 10 levels, when paired with hexblade.
I feel you mate. It does screw your niche already suboptimal concept. not gonna lie. The good news are you now have no reason to go for 10 warlock levels and you can have a much stronger build in comparison, through 24 hex + bg dip + lock dip. Still not top tier build but it works at least. I also strongly advice not to use cantrips with 10 warlock levels because that destroys your dispel resistance.
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Re: Uncertain on blast changes.

Post by xf1313 »

Scraps wrote: Wed Jun 15, 2022 5:35 am I would like to say that while Star Pact getting Psychic is thematic and cool, it's also cripped its early game.

There are a ton of mind immune enemies out there, and you're stuck with psychic for 10 levels, unless you're double pacting. That's a long time to have your blast damage halved against all undead, most vermin, all constructs, all oozes, and a host of other creatures too. Clarities are also common monster buffs.

Just, as it stands for both PvE and PvP Psychic is the worst possible blast to use. But mostly I'm bringing this up because its potentially crippling for someone playing a Star Pact from 1-10
Agree, like someone suggested, sound for early levels and the other 2 later can work nicely, psychic or entropy can replace magical.
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Re: Uncertain on blast changes.

Post by Hunter548 »

Entropy replacing magic would probably be a better fit, given that if psychic replaces magic then star warlocks still have the balance issue of decent portions of the module being immune to a portion of all their blasts. Their progression would then be sonic/psychic/entropy, which ensures they don't have things quite so hard compared to their warlock peers early on.

You could make an argument Abyssal should get the same treatment with regards to entropy damage replacing magic, given how often entropy/entropic gets used to describe abyssal things on Arelith.
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