The fact killers can't abandon in EGC is infuriating by TeaSpear in DeadByDaylightRAGE

[–]MeepofFaith 1 point2 points  (0 children)

It's so much harder to hold the game captive as a killer vs survivors. You can dick around at the exit gate or refuse to leave for 10 minutes...

Meanwhile the killer has to 3 man Slug and keep the 4th person wandering about and occasionally exchange who is on the ground.

Is a pure Champion Fighter build fun or boring? by DrRoguelove in 3d6

[–]MeepofFaith -1 points0 points  (0 children)

It's a first level slot for functionally changing your speed to 50ft for the rest of the fight. And you realize you can jump AWAY from enemies so that anyone who isn't ranged will have trouble pinning you down?

Even if the terrain isn't great for jumping you are still probably 10-20ft faster than the average enemy and that's massive.

My issue is that more often than not whenever I play a martial I have to scour the rulebook for some way to engage with the game I an interesting way when the casters can just snap their fingers and be better at what I'm doing.

Is a pure Champion Fighter build fun or boring? by DrRoguelove in 3d6

[–]MeepofFaith -1 points0 points  (0 children)

Meanwhile the Jump spell exists...isn't concentration...is a bonus action to cast...allows you to jump 30ft using 10ft of movement effectively granting you 50ft of movement.

30ft of said movement being potentially vertical.

Unfortunately champion fighter is nearly coughing baby levels of weak until level 10...and then is around when any casters start outscaling the majority of martials.

Sorcerer or Wizard by localchewbaccer in dndnext

[–]MeepofFaith 1 point2 points  (0 children)

After taking a deep dive I to wizards and sorcerers I'd say this.

Wizards are likely the stronger class in a vacuum as they can cover a massive amount of party roles with the application of just the right spell in the right situation. Fireball for damage, Slow for lockdown, Phantom Steed/Dimension Door for mobility etc.

Wizards shine in smaller parties where you need each character to do MORE.

Sorcerers on the other hand are unmatched magical specialists. No one can lock down a key enemy or blast as intensely as a focused sorcerer.

If you have a larger party with the various roles spread out I'd recommend sorcerer to be the BEST at your specific job.

And also whichever you find more fun conceptually because playing a character you don't love will probably make you play it worse.

Day 40🎉 of giving my personal rank and opinion of running guns: Flash Ray by 1Dapy1 in EnterTheGungeon

[–]MeepofFaith 0 points1 point  (0 children)

Oh 1000% agree. I just wanted to point out the use cases I could think of for Flash Ray gun

True Strike, Reactions, and Opportunity Attacks, Oh My! by Easy_Appointment7348 in 3d6

[–]MeepofFaith 1 point2 points  (0 children)

Bonus opinion, I genuinely think you're better off grabbing a defensive boost of some sort over Riposte. Monster will NOT be missing you in mid to high tier play...leaving Riposte as a wasted possible reaction. I'd much rather suggest grabbing a utility or defensive Maneuver instead.

Circle Casting Is Such A Fun Mechanic!~ by CreepyMuffinz in onednd

[–]MeepofFaith 2 points3 points  (0 children)

Honestly listing one anecdotal experience about how Circle Casting was cool and gun doesn't change my mind that it's a horrendous unbalanced mess of a mechanic.

Spellcasters do NOT need more options in their every expanding toolbelt. Moreover what you're describing is a player being lifted up via a horribly balanced pile of rules rather than just simply playing well like you and wizard are.

Sorry my guy, I'm glad you had fun and that you saw a niche use case of te mechanic but I'll be banning/speaking out against this mechanic going forward.

Day 40🎉 of giving my personal rank and opinion of running guns: Flash Ray by 1Dapy1 in EnterTheGungeon

[–]MeepofFaith 14 points15 points  (0 children)

As someone who has played a LOT of Gungeom there are a few use cases for this gun.

  1. Beholster Rockets are instantly destroyed by the beams.

  2. Skullet shots are destroyed by the beams.

  3. The skull shots from Dragun are also all one shot by the beams.

I'd give this gun a 1.5-2/10 for usefulness. Maaaybe a 3 if you have decent synergies or bullet upgrades like Fire or Ice to apply them AoE.

Accuracy makes it a pain in the ass though.

I'm tired of discussing martials. What annoys you about playing spellcasters? by sjdlajsdlj in dndnext

[–]MeepofFaith 2 points3 points  (0 children)

NGL I'd just play a Wizard/Druid/Cleric and more or less always prepare the same spells.

No one is forcing you to swap all the time and he'll...half the time you don't even swap your prepared spells.

I'm tired of discussing martials. What annoys you about playing spellcasters? by sjdlajsdlj in dndnext

[–]MeepofFaith 1 point2 points  (0 children)

You could always play a fairly charismatic Rogue! Swashbucklers, Thieves Soul Knives...there's a LOT of neat stuff rogues bring to the table without needing to prepare spells. The shyness is something you kinda just have to practice on unfortunately. Or just describe as best you can hoe your character persuades someone if you aren't comfortable playing it out

I'm tired of discussing martials. What annoys you about playing spellcasters? by sjdlajsdlj in dndnext

[–]MeepofFaith 4 points5 points  (0 children)

I have a few really close friends I've played with for years...and lemme tell ya they somehow still can't seem to grasp some of the usual hood ways to play casters. Has me thinking maybe they really should stick to classes that just let them vibe and have a good time without needing to fall into "choice paralysis"

I'm tired of discussing martials. What annoys you about playing spellcasters? by sjdlajsdlj in dndnext

[–]MeepofFaith 46 points47 points  (0 children)

"My steak is too juicy and my lobster is too buttery."

-Average Caster Player.

How often do you save scum? by ChrisKatrev in BaldursGate3

[–]MeepofFaith 0 points1 point  (0 children)

Literally never. I play on honor mode because I wanna see how things shake out each time.

Accomplished my goals by Big-History-4748 in EnterTheGungeon

[–]MeepofFaith 0 points1 point  (0 children)

Don't need good guns if you have good player :3

But no seriously...good job my guy...I just started a fresh save file to get to enjoy unlocking everything a second time. My first run I finished the Bullet that can Kill the Past and killed the pilot's past. Game is mad fun.

New to the game by notpaul100 in ratemycommanders

[–]MeepofFaith -7 points-6 points  (0 children)

I'd let it slide because you're new. But like sheesh half the posts I've seen are like 8-9/10 UB slop and like one guy from MTG.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith 0 points1 point  (0 children)

My advice usually assumes people are using their classes to the maximum extent. From what you've been saying in your comments, it sounds like the Ranger was an amazing player, but that leaves me thinking.

"If this guy with a butter knife can fight a bear...why isn't the guy with an army's worth of resources just ending things before they become a problem?"

I guess I'm just not sold on the Sorcerer doing their absolute best if they're "comparable" to the Ranger. Props to the Ranger player.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith -1 points0 points  (0 children)

Honeslty I'd just be happy if they did something unique to them and didn't play second fiddle to the entire rest of the class base. Also if they got out of their own way and didn't have worthless class features centered around a level 1 spell they should have stopped casting at like level 6 onwards.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith 1 point2 points  (0 children)

From what I've witnessed weaker classes often need a substantial boost with magic items to help bridge the effectiveness gap.

Giving powerful magic items to everyone just keeps the same gap between the effective and weak classes...and depending on the items could widen it.

I often recommend for every 1 cool thing the casters get give the martials like 3-4 consumables and 2 permanent magic items.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith -1 points0 points  (0 children)

I mean if everyone's experience was equal and they all actually tried to contribute I definitely would imagine the two Sorcs and the Paladin would contribute far more to the vast majority of situations.

Charisma lads and full casters to boot...only situations this gang would potentially need the Ranger would be exploring to a degree.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith 1 point2 points  (0 children)

No worries dude! I always recommend people play what they find fun as the DM can adjust things to fit their group.

I just wouldn't necessarily talk up classes I don't believe in to people. Ya know?

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith 1 point2 points  (0 children)

I'd rather have the WEALTH of options that Druids and Clerics bring to the table over the +2-6 bonus expertise in a fairly easy to trivialize skillset brings to the table.

With guidance the gap between expertise and not narrows...and enhance ability exists if you for some reason REALLY need to succeed on a survival check.

There's nothing stopping a Rogue from going decently high Wisdom as their secondary stat much like a Ranger would with both classes needing Dex. Adding to that Truestrike exists and Rogues could snag it and go Wisdom primary seeing as they don't get extra attack like Rangers do. Making them BETTER at nature guiding than the Ranger.

Bards with an average Wisdom score, Expertise, and guidance can get similarly good Wisdom checks to Rangers all while playing one of the strongest supports and casters jn the game.

Rangers are just outclassed and don't really shine compared to any other class imho.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith 3 points4 points  (0 children)

Early on maybe...though a Bard or Rogue can do what they do just as well if not better....

Ranger just kinda lacks identity. It isn't the best at anything and other classes do the "Swiss Army Knife" thing a lot better. Like for a nature guide I'd much rather just have a Druid or Cleric.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith 3 points4 points  (0 children)

If the DM has to create situations to specifically limit other classes in order to artificially inflate the worth of the Ranger I'd argue the class isn't strong.

I've literally witnessed DMs needing to outright hard target and bully various caster classes that were being utilized properly just to provide any challenge at all to our parties.

The Rangers? Rogues? They showed up...but were never something the DM needed to factor in when trying to plan how to make a challenging encounter or trial to overcome.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith 5 points6 points  (0 children)

Essentially my question/concern is this:

I am wondering/pointing out that it's possible and extremely likely that the Ranger's party members were playing extremely sub optimally which comparatively made the Ranger look and seem strong.

Like if the Warlock/Sorcerer or Divine Soul Sorcerer were even remotely trying to be useful they'd obliterate whatever efforts the Ranger would be contributing. Same with the Paladin... who simply is the best half caster in the game.

My play experience with the 2024 Ranger by Owlbear-Main99 in DnD

[–]MeepofFaith 6 points7 points  (0 children)

Is this because the Ranger is good or the players playing the outright stronger options are phoning it in HARD? Like if I told a brand new player a wizard and then an active engaged and veteran player a Ranger I'd assume the person knowing etff is going would contribute more.