Nerf Pale Master
Posted: Thu Mar 21, 2019 4:21 pm
[TL;DR at the bottom]
Let's review:
Pale Master is a class with the sole requirement of non-good and 3 Arcane Caster levels prior to taking. This means, in terms of Arelith, either 3 Bard for a Melee PM or 3 Wizard for a Caster PM.
In return for faithful devotion to 16 levels (which there is absolutely no reason not to do outside of some desire for 4 APR), a Palemaster gets:
-10 typeless AC
-Immunity to Critical Hits (and subsequently Sneak Attacks, Stunning Fist, Quivering Palm, and Death Attacks)
-Immunity to all forms of Stun, Hold, and Paralysis
-Free ESF: Necromancy, so long as they have GSF
-Free Epic Mummy Dust
-Free Epic Dragon Knight
-Access to Epic Mage Armor at level 15
-Full CL to Necro spells
-Half CL to all other spells
-Special Necromancy spell bonuses, such as a Spell Level 2 damage shield that does an average of 30 unmitigated damage on biteback
-Increased Undead CL, which are themselves fairly overpowered at low to moderate levels
-A near-instant action, DC 38-42 touch-attack Fortitude vs. Death and Fortitude vs. Paralysis on a 10 minute cooldown.
What this amounts to, in terms of mechanics, is a class that's able to easily crank out 63+ undispellable AC (sometimes as high as the 80s for viable builds), is immune to major damage sources (Sneak/Death Attacks and Critical Hits), is immune to many forms of CC (Stuns/Holds/Paralysis), has a fairly decently sized HP pool (119 + CON/Toughness at level 16, compared to Wizard's d4 of 64 + CON/T, Cleric's d8 of 128 + CON/T and Barbarian's d12 of 192 + CON/T on the opposite ends of the spectrum), gets a number of summons (which are all immune to sneaks/crits as well), and gets near-full CL (full CL vs. Dispels and on Necromancy spells) if a caster.
Now let's examine how this fits into the Arelith meta:
The minimum amount of damage one opponent has to be able to do to another to break even with them being able to outheal the damage via chugging heal potions like a Rookie at a Frat is 310.
The average AB of a one-handed Melee build is 49 (+/- 4 depending on weapon selection, class split, base race, & other related decisions). The average damage-per-hit (on a non-crit) is roughly 37 (+/- 15 depending on the same). This means top-end one-handed builds can barely land consistent hits and won't do enough damage to make it worthwhile. In all likelihood a PM could just heal kit the occasional blow that a melee build may land.
Two-handed builds add, effectively, 2-4 AB and up to about 10 damage on average. They also can't hit PMs fully and still can't do reliable damage.
If you build solely to be able to hit them (while not being a complete meme) as a Fighter 6/Paladin 4/CoT 20 or Paladin 16/CoT 10/Rogue 4, you end up with ~63 AB doing ~80 damage a swing. Which sounds good, until you realize that only two hits will be at 1d20 + 63 (if hasted) while the others are all at 58 and lower, until your likelihood of hitting is low to the point of obsolescence. You still can't critical hit them, meaning if you're dishing out 80 damage a hit with (generously) 4 hits a round, you can just barely break the 320 limit. This assumes, of course, that they have no elemental resistance essences which would mitigate ~5-20 a blow, depending on weapon selection, and subsequently drop the damage output to 240-300, which falls below the threshold.
"But Jack! PMs are notorious for their low saves!" Given the end-game ability of most builds to buff their lowest save and PM's only real weakness in the saves department being Reflex, a properly geared PM will never fail a save short of a 1.
So let's look at what does hard-counter Pale Masters:
-Two Rogues using Exploding Holy Flasks to stack damage on it, if the PM opts to stand there and take it
-Two Druids casting Inferno or Spike Growth spam on it (but not one because that doesn't do enough damage)
-Lag to make the PM flatfooted and subsequently easier to hit
-Two Arcane Archers with high enough AC and Saves (somehow) to not get melted by the PM's summons/spells
-A pure-classed, level 30 Fiend-pacted Warlock.
That's right. The only single-person counter to the Palemaster (a non-good character) is a Fiendlock (another non-good character, but RP isn't what I'm looking at here; just mechanics).
How do they do it? They chug a Haste potion, summon their Balor/Pit Fiend, send it off to a corner to do nothing, use their Negative thingy to do CHA on damage, Banish the PM to get rid of its summons/ability to summon, then slam it with Ice Storms. This, mind you, still only does about 308 on average assuming both castings hit in a round, but it's the closest any build comes.
But then we factor in resistance to cold from an essence (or the feat!) and get -5 damage from the Cold, a Negative Energy Protection potion negates the blast damage, life-steal damage, and CHA mod damage so there goes about 100 damage off that from a single ward and proper gear. Anything other than Negative blast damage won't do enough to outdo the damage, but you can cast infinitely so at least you have that going for you. Which is nice. Eventually you can wear down a PM if they don't turn tail and escape, burning them out of all their potions out over the course of an hour.
So if you've gotten this far and dealt with my ranting you might be wondering, "That's nice Jack, but surely you've come to the table with suggestions as to how to nerf PM, right?" And yes. I did.
Here are a few options:
Option 1 (at the LEAST this should be done): A slight nerf
-Remove their bonus AC. If it's hardcoded then this can be accomplished by applying a scaling Dodge AC debuff as they level.
-Give them ALL the Undead weaknesses. This means Heal now hurts them. Or just remove their ability to use Heal potions.
This option means they still have their big immunities and tankiness from EMA, but now there are some harder counters and they have to be more careful.
Option 2 (this is probably the most balanced): A sizeable nerf
-Remove their ability to take/use EMA (a la Trueflame).
-Give them ALL the Undead weaknesses. This means Heal now hurts them. Or just remove their ability to use Heal potions.
-Remove their immunities to Stun/Hold/Paralysis. If these are hardcoded, then change all formats of Stun/Hold/Paralysis to instead Daze, Confuse, or Fear on a failed save.
-Cut their bonus AC in half.
This option reduces their ability to tank drastically. It means PM melee tanks are still viable due to the free 5 AC and the immunity to Sneaks/Crits, but aren't the end-all be-all of melee tanks. It also means that they're more vulnerable to damage builds and have to play smarter around casters.
Option 3 (and my personal favorite): A complete nerf.
-Remove their ability to take/use EMA (a la Trueflame)
-Remove their bonus AC. If it's hardcoded then this can be accomplished by applying a scaling Dodge AC debuff as they level.
-Give them ALL the Undead weaknesses. This means Heal now hurts them. Or just remove their ability to use Heal potions.
-Remove all free bonus feats from 10/13/16 levels of any PM build that goes Bard as the pre-requisite class.
-Put a 10 level cap on any PM build that goes Bard as the pre-requisite class.
-Require not 3 levels of Arcane spellcasting, but the ability to cast level 5 spells for Wizard (and Sorc I guess, but no one does Sorc/PM outside of TF meme builds).
-Apply +1 ECL to Pale Masters.
This option drives them into the ground from where they are. Are they still viable? Yes. Are they as powerful? No. They lose all their AC, meaning they cap somewhere in the 40s probably. 50s, maybe, if they're a melee build.
Melee PM is still viable with this, but can't go into the later levels to get EMD/EDK from PM 15/16. They're locked as they get Crit Immunity.
Caster PMs still get their free EMD/EDK/ESF: Necro, but don't get the free 63+ AC on EMA and their base AC, and moreover can't take the class until at least level 9, which pushes their Undead progression back and makes them actually on-par with other casters their level.
There are hard counters to PM now, but they're still a potent threat and tank due to their ability to soak WM damage like it's nothing.
The extra +1 ECL means that there's a slower progression, to counter how absolutely pointless PMs make PvE (and also to punish players for their poor life decisions).
Conclusion: I understand that the PM changes went in to make Caster PMs viable. That's fine, I guess. But now they're a little too viable and are basically Arelith EZ-Mode for both PvE and PvP. Cutting them down to fit the rest of the server doesn't mean completely ruining the class, though. There's a nice balance to be found between them being tanky and them being ridiculously broken, and we should strive to find it. Maybe it isn't in my options, and that's fine. Those aren't the only options available.
I understand some people may read the bit about them getting full Undead weaknesses and think, "But Jack! PM isn't a true Undead creature and thus shouldn't get those weaknesses!" And that's nice and all, thematically, but we're on a game where it's nice to have things balance out and actually have weaknesses. PM has no weaknesses. It's the server on Easy mode, and honestly can be crippling for a multitude of RP reasons that I'm not going to delve into, as this is supposed to be a mechanics thread. Long and short though, RP isn't as fun when one side can't be beaten.
Some people may think of PM as "the class that can't be killed, but also can't kill others" and in some cases this is sort of accurate, but given the number of free stuff they get to buff them up I would say they do a fairly good job at killing things.
TL;DR: A properly equipped, semi-decently played Pale Master can't be killed due to its ridiculous tank powers and needs hard nerfs as it gets entirely too many bonuses. Read the nerf options if you're interested, there's no TL;DR for those.
thanks for coming to my TED talk
Let's review:
Pale Master is a class with the sole requirement of non-good and 3 Arcane Caster levels prior to taking. This means, in terms of Arelith, either 3 Bard for a Melee PM or 3 Wizard for a Caster PM.
In return for faithful devotion to 16 levels (which there is absolutely no reason not to do outside of some desire for 4 APR), a Palemaster gets:
-10 typeless AC
-Immunity to Critical Hits (and subsequently Sneak Attacks, Stunning Fist, Quivering Palm, and Death Attacks)
-Immunity to all forms of Stun, Hold, and Paralysis
-Free ESF: Necromancy, so long as they have GSF
-Free Epic Mummy Dust
-Free Epic Dragon Knight
-Access to Epic Mage Armor at level 15
-Full CL to Necro spells
-Half CL to all other spells
-Special Necromancy spell bonuses, such as a Spell Level 2 damage shield that does an average of 30 unmitigated damage on biteback
-Increased Undead CL, which are themselves fairly overpowered at low to moderate levels
-A near-instant action, DC 38-42 touch-attack Fortitude vs. Death and Fortitude vs. Paralysis on a 10 minute cooldown.
What this amounts to, in terms of mechanics, is a class that's able to easily crank out 63+ undispellable AC (sometimes as high as the 80s for viable builds), is immune to major damage sources (Sneak/Death Attacks and Critical Hits), is immune to many forms of CC (Stuns/Holds/Paralysis), has a fairly decently sized HP pool (119 + CON/Toughness at level 16, compared to Wizard's d4 of 64 + CON/T, Cleric's d8 of 128 + CON/T and Barbarian's d12 of 192 + CON/T on the opposite ends of the spectrum), gets a number of summons (which are all immune to sneaks/crits as well), and gets near-full CL (full CL vs. Dispels and on Necromancy spells) if a caster.
Now let's examine how this fits into the Arelith meta:
The minimum amount of damage one opponent has to be able to do to another to break even with them being able to outheal the damage via chugging heal potions like a Rookie at a Frat is 310.
The average AB of a one-handed Melee build is 49 (+/- 4 depending on weapon selection, class split, base race, & other related decisions). The average damage-per-hit (on a non-crit) is roughly 37 (+/- 15 depending on the same). This means top-end one-handed builds can barely land consistent hits and won't do enough damage to make it worthwhile. In all likelihood a PM could just heal kit the occasional blow that a melee build may land.
Two-handed builds add, effectively, 2-4 AB and up to about 10 damage on average. They also can't hit PMs fully and still can't do reliable damage.
If you build solely to be able to hit them (while not being a complete meme) as a Fighter 6/Paladin 4/CoT 20 or Paladin 16/CoT 10/Rogue 4, you end up with ~63 AB doing ~80 damage a swing. Which sounds good, until you realize that only two hits will be at 1d20 + 63 (if hasted) while the others are all at 58 and lower, until your likelihood of hitting is low to the point of obsolescence. You still can't critical hit them, meaning if you're dishing out 80 damage a hit with (generously) 4 hits a round, you can just barely break the 320 limit. This assumes, of course, that they have no elemental resistance essences which would mitigate ~5-20 a blow, depending on weapon selection, and subsequently drop the damage output to 240-300, which falls below the threshold.
"But Jack! PMs are notorious for their low saves!" Given the end-game ability of most builds to buff their lowest save and PM's only real weakness in the saves department being Reflex, a properly geared PM will never fail a save short of a 1.
So let's look at what does hard-counter Pale Masters:
-Two Rogues using Exploding Holy Flasks to stack damage on it, if the PM opts to stand there and take it
-Two Druids casting Inferno or Spike Growth spam on it (but not one because that doesn't do enough damage)
-Lag to make the PM flatfooted and subsequently easier to hit
-Two Arcane Archers with high enough AC and Saves (somehow) to not get melted by the PM's summons/spells
-A pure-classed, level 30 Fiend-pacted Warlock.
That's right. The only single-person counter to the Palemaster (a non-good character) is a Fiendlock (another non-good character, but RP isn't what I'm looking at here; just mechanics).
How do they do it? They chug a Haste potion, summon their Balor/Pit Fiend, send it off to a corner to do nothing, use their Negative thingy to do CHA on damage, Banish the PM to get rid of its summons/ability to summon, then slam it with Ice Storms. This, mind you, still only does about 308 on average assuming both castings hit in a round, but it's the closest any build comes.
But then we factor in resistance to cold from an essence (or the feat!) and get -5 damage from the Cold, a Negative Energy Protection potion negates the blast damage, life-steal damage, and CHA mod damage so there goes about 100 damage off that from a single ward and proper gear. Anything other than Negative blast damage won't do enough to outdo the damage, but you can cast infinitely so at least you have that going for you. Which is nice. Eventually you can wear down a PM if they don't turn tail and escape, burning them out of all their potions out over the course of an hour.
So if you've gotten this far and dealt with my ranting you might be wondering, "That's nice Jack, but surely you've come to the table with suggestions as to how to nerf PM, right?" And yes. I did.
Here are a few options:
Option 1 (at the LEAST this should be done): A slight nerf
-Remove their bonus AC. If it's hardcoded then this can be accomplished by applying a scaling Dodge AC debuff as they level.
-Give them ALL the Undead weaknesses. This means Heal now hurts them. Or just remove their ability to use Heal potions.
This option means they still have their big immunities and tankiness from EMA, but now there are some harder counters and they have to be more careful.
Option 2 (this is probably the most balanced): A sizeable nerf
-Remove their ability to take/use EMA (a la Trueflame).
-Give them ALL the Undead weaknesses. This means Heal now hurts them. Or just remove their ability to use Heal potions.
-Remove their immunities to Stun/Hold/Paralysis. If these are hardcoded, then change all formats of Stun/Hold/Paralysis to instead Daze, Confuse, or Fear on a failed save.
-Cut their bonus AC in half.
This option reduces their ability to tank drastically. It means PM melee tanks are still viable due to the free 5 AC and the immunity to Sneaks/Crits, but aren't the end-all be-all of melee tanks. It also means that they're more vulnerable to damage builds and have to play smarter around casters.
Option 3 (and my personal favorite): A complete nerf.
-Remove their ability to take/use EMA (a la Trueflame)
-Remove their bonus AC. If it's hardcoded then this can be accomplished by applying a scaling Dodge AC debuff as they level.
-Give them ALL the Undead weaknesses. This means Heal now hurts them. Or just remove their ability to use Heal potions.
-Remove all free bonus feats from 10/13/16 levels of any PM build that goes Bard as the pre-requisite class.
-Put a 10 level cap on any PM build that goes Bard as the pre-requisite class.
-Require not 3 levels of Arcane spellcasting, but the ability to cast level 5 spells for Wizard (and Sorc I guess, but no one does Sorc/PM outside of TF meme builds).
-Apply +1 ECL to Pale Masters.
This option drives them into the ground from where they are. Are they still viable? Yes. Are they as powerful? No. They lose all their AC, meaning they cap somewhere in the 40s probably. 50s, maybe, if they're a melee build.
Melee PM is still viable with this, but can't go into the later levels to get EMD/EDK from PM 15/16. They're locked as they get Crit Immunity.
Caster PMs still get their free EMD/EDK/ESF: Necro, but don't get the free 63+ AC on EMA and their base AC, and moreover can't take the class until at least level 9, which pushes their Undead progression back and makes them actually on-par with other casters their level.
There are hard counters to PM now, but they're still a potent threat and tank due to their ability to soak WM damage like it's nothing.
The extra +1 ECL means that there's a slower progression, to counter how absolutely pointless PMs make PvE (and also to punish players for their poor life decisions).
Conclusion: I understand that the PM changes went in to make Caster PMs viable. That's fine, I guess. But now they're a little too viable and are basically Arelith EZ-Mode for both PvE and PvP. Cutting them down to fit the rest of the server doesn't mean completely ruining the class, though. There's a nice balance to be found between them being tanky and them being ridiculously broken, and we should strive to find it. Maybe it isn't in my options, and that's fine. Those aren't the only options available.
I understand some people may read the bit about them getting full Undead weaknesses and think, "But Jack! PM isn't a true Undead creature and thus shouldn't get those weaknesses!" And that's nice and all, thematically, but we're on a game where it's nice to have things balance out and actually have weaknesses. PM has no weaknesses. It's the server on Easy mode, and honestly can be crippling for a multitude of RP reasons that I'm not going to delve into, as this is supposed to be a mechanics thread. Long and short though, RP isn't as fun when one side can't be beaten.
Some people may think of PM as "the class that can't be killed, but also can't kill others" and in some cases this is sort of accurate, but given the number of free stuff they get to buff them up I would say they do a fairly good job at killing things.
TL;DR: A properly equipped, semi-decently played Pale Master can't be killed due to its ridiculous tank powers and needs hard nerfs as it gets entirely too many bonuses. Read the nerf options if you're interested, there's no TL;DR for those.
thanks for coming to my TED talk