Powercreep Tweaks

Feedback relating to the other areas of Arelith, also includes old topics.


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msterswrdsmn
Posts: 1341
Joined: Tue Sep 09, 2014 6:33 pm

Powercreep Tweaks

Post by msterswrdsmn »

I've been browsing the wikia and playing around with ideas again, and...well. Some things could use a bit of tweaking, given how Arelith has progressed over the years

:arrow: Harper/Zhent requirements
These classes require alertness/iron will and thug/greater fortitude to access along with several skill requirements. These aren't great feats (thug and alertness being terrible on Arelith), and a lot of the classes that would benefit from these classes are already pretty feat starved as it is (rogues, bards, etc) and a lot of the benefits these classes offer can be easily obtained with other, feat-free classes. Some of these classes, like the paragon/enforcers require additional feats to gain access to divine might/shield (previously free feats), bumping up the feat/stat requirements even higher.

These are also one of the only classes that require more than one feat to access, the exception being weaponmaster. Everything else has a feat requirement of one, if any.

Short Version: They have a high mechanical cost for benefits that are easily obtained with better class combos. Changing the feat requirement to a single, more thematic (skill focus: perform/bluff/intimidate). I'd also ask for free divine might/shield back, but I'm not going to get greedy on that end.

:arrow: Champion of Torm
Requires a total of 25 hard CHA to not take a penalty to the +2 AB bonus. I feel like this is a relic from the Gsmite build days? I can't say i've seen many of these, and Arelith's current build landscape with the new feats/classes/smiting revisions doesn't really encourage this, like, at all. I'd recommend retweaking the bonus or just removing it entirely and replacing it with something else. I don't really see any reason to take this class over say...liberator or vigilante, or even blackguard as these all get a good number of bonus class feats whereas Divine champions are like fighters pretending to be paladins.

:arrow: Barbarian Tribal Path
This one has felt looong outdated. And a trap. A good number of the barbarian changes over the last 10 years were centered around improving rage mechanics. Something the tribal path barbarian gives up for 2 summons of questionable use later on. This feels like even more of a trap than kensai did. Two lackluster summons really doesn't compare to up to +2 AB/+12 bonus damage/10% damage immunity high-end rage provides. Before epic rage feats are thrown on top.

:arrow: Weapons

  • The Cyclone Trident
    This could use some love. It was one of the first +4 weapons, which I suspect is why everything else about it is so underwhelming: +1d8 cold damage, keen (its a x20 crit range weapon) and a 50% chance to trigger a 16 dc slow effect. Cold damage is very frequently resisted by enemies, and it prevents you from placing a permanent essence on the weapon. The slow effect is just awful with a 16 DC, and the weapon does not have an innate rune.

-Dead Mans Cross
++4 AB, 1d4 slashing damage and keen with an innate rune. Not bad, but not good compared to the other +4 weapons available. Again, this was one of the earlier +4 weapons so I understand it being less powerful, but...times have changed? Daggers are inherinately bad weapons being tiny and 1d4. Especially now that longswords and even nodachi's are finessable weapons

-Throwing Daggers
Bundles. Make them bundles. Ranged weapons are entirely dependant on templates to boost their damage, which you can't do without the weapon being in a crafted bundle. These are to my knowledge, the only ranged weapon with this issue.

Edit:

Transmutation Focus Golems
I don't think these have been changed since they were first implemented. I'd compare owning a golem to owning a really nice sports car in a bad neighborhood. Every now and then you like to take it out to show it off, leaving you with nothing but stress and anxiety until you can safely park it back in your fortified home. You spend the entire day looking for safe places to park it and lord forbid it gets scratched or damaged because replacing it will be tedious and potentially expensive!

Having some lesser varieties to ease people in before the level 15 preprequiste, as well as some higher-end-but-situational golems for later on? The best one right now is a stone golem which honestly isn't going to see you past mid-levels at best. Aka; A really expensive and resource-consuming verison of a midlevel henchmen.

AstralUniverse
Posts: 3110
Joined: Sun Dec 15, 2019 2:54 pm

Re: Powercreep Tweaks

Post by AstralUniverse »

Harper/zhent and CoT are light years away from needing buffs. Also, Deadman is the optimal weapon I recommend on rogue builds so idk about buffing that one either, since it's already pretty optimal.

KriegEternal wrote:

Their really missing mords and some minor flavor things.

Subtext
Posts: 177
Joined: Fri Jul 03, 2020 10:20 am

Re: Powercreep Tweaks

Post by Subtext »

Since Harpers and Zhents have been mentioned....
not saying they are weak and they are actually pretty good for some specific things, but I think they could in fact use some adjustments and definitely mesh a lot better with some classes than others *. Other features are only so-so usable **.

But that's not exactly an issue limited to those rare 007 classes. A lot of things have been introduced in the past two years and quite a few things have been left behind in the process (Hexblade, Shadowdancer, Wizards...cough). So I suppose an overall touching up effort for the older classes might go a long way :)

* Harper Mage/Zhent Naug-adar complements invokers quite a bit better than Wizards for example

** Harper Scout is iffy for mundane builds even if it looks like intended to complement rogues - casting Cat's Grace on a build that is supposedly mundane is not at all inconspicious.


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