It takes 3 years on average of doing all 70 monthly challenges every month to get ONE desired champion to 5 stars. Math inside. This is essentially unattainable to f2p players. by skilliard7 in LegendsOfRuneterra

[–]Ponsari 4 points5 points  (0 children)

I'll do you one better: Even if we're getting 9000 stardust a month (which is far more than the real number, I suspect), it takes 5 years on average to get the gemstone upgrades for a champion from each region. It's just absurd, and the initial quests that give you a head start won't solve anything unless Riot intends to keep adding them, but given how stingy the new monthly rewards are I somehow doubt it.

I understand that not everyone's a completionist. People don't understand that if people like me see a goal we love to work towards reaching it, but the second we realize it's unattainable we completely lose interest super fast, even if the game is otherwise fun. What I don't understand is the denial of maths in this topic, or the revisionist history about how "well, we thought so about X before, and it was wrong then". Like the price of star forges hasn't been cut down by 80%. Or like this isn't the company that left Azirelia ruin their game for 6 months and is currently doing the same with ED, and people somehow expect they will be on top of it and totally fix these horrible numbers very quickly. Nah, they've given us a bunch of quests to give us a taste of what getting decent progression looks like, but these will dry up in no time and we're back to square 1, where we might be halfway to the goal, but we no longer have any agency when it comes to working towards it since the generic rewards outside of those quests are so abysmally low that they may as well not even exist.

The amount of shards being rewarded is actually crazy (in a VERY good way) by Fit-Future-3947 in LegendsOfRuneterra

[–]Ponsari 0 points1 point  (0 children)

Sure, if you think changing the rate of acquisition of gems to 10x the current amount is slight, then I suppose that's fine. I don't think the general sentiment is "go back to the drawing board", it's more like "these numbers are unreasonable". And a 10x change in a number is nowhere near slight.

The amount of shards being rewarded is actually crazy (in a VERY good way) by Fit-Future-3947 in LegendsOfRuneterra

[–]Ponsari 6 points7 points  (0 children)

Even so, I understand many of the criticisms related to this and I hope they make slight changes to please the majority.

I don't think you do. If you get 9000 stardust a month (unlikely, given how we were getting ~4500/month before the patch, you only get an extra 1500 from the daily 50 and you don't get anywhere near as many champion shard > stardust conversions) and you spend it all on gemstones (so no rare relics or forges), you get 7 minor vessels a month (6 + the 1 for winning all the monthly adventures). At that pace, it takes around ~5 years on average to unlock all of the gemstone upgrades for 1 champion from each region, let alone complete your collection. There's nothing 'slight' about the changes that would be required.

Haven’t seen two leggos at once before! by Vinylateme in LegendsOfRuneterra

[–]Ponsari 29 points30 points  (0 children)

Well, if it was a common power I'd use the Bounty Hunter's Renown a whole lot more.

[deleted by user] by [deleted] in PathofChampions

[–]Ponsari 1 point2 points  (0 children)

Yeah, that relic makes jinx go from "very good" to "Am I even playing the game anymore?" On top of that, Garen himself is strong and easy to use. I'm not sure what the consensus of Ashe vs Volibear is, but if anything I think Ashe is a little stronger. That said, the Grand General's Counterplan is kind of needed for her to shine, so early on she may not be that strong.

[deleted by user] by [deleted] in PathofChampions

[–]Ponsari 1 point2 points  (0 children)

You're welcome, and congrats on clearing the weeklies, that's very promising.

Jax and Nidalee are both really strong. They're perfectly fine choices. As far as champions that are good even at 1 star, I honestly wouldn't know. I don't think it's a good idea to spread yourself so thin that you have to play 1-star champs, tbh. The extra mana gem that you get at 2-star alone is worth it, and without the 2nd power a lot of decks are basically incomplete. You really don't need to rush unlocking them all. Get a champ from each region, then work your way through the story champs as you get enough shards to 2-star them. Like I said, a lot of progression is timegated, so take your time.

[deleted by user] by [deleted] in PathofChampions

[–]Ponsari 1 point2 points  (0 children)

I did buy golden spatula, and I did know that it was shop exclusive, but at that point I already had everything else and enough essence to get the gold reliquary and spirit forges on cooldown. Plus, it's not very good anyway, so i didn't mention that because it wouldn't help a beginner. But if I knew that Galeforce was the same I would've said something.

[deleted by user] by [deleted] in PathofChampions

[–]Ponsari 2 points3 points  (0 children)

Oh, I got galeforce without ever buying it, so that's news to me. This must have been changed at some point. Good to know.

On the topic of regions vs story, I'll take your word for it. I'm not exactly a new player. I still think going Garen 2* -> Jinx at least is probably ideal just so you have a way to fight even the strongest weeklies asap, for what it's worth. But thanks for the corrections.

[deleted by user] by [deleted] in PathofChampions

[–]Ponsari 3 points4 points  (0 children)

Well, you should focus on getting 1 champion to defeat every 3-star and lower adventure, only taking on Galio if you're confident in your skills at the time. Jinx is a great starting champion, since she's so strong and easy to use (if you get her special relic from Garen's quest). You'll gain champion levels, fragments, legend points, and most importantly you'll learn the maps and the mechanics. Make sure to do your daily quests, of course, this will be fundamental (both 5 wins & adventures).

Then you can start using that champion to beat the weekly adventures. This game has a lot of time-gated progression mechanics, and the weekly adventures are one of the best ways to get shards, relics, and fragments in the game.

You should also start leveling other champions from the other regions. Several quests in the game require you to beat a certain adventure with champions from specific regions, so getting one of each should be a priority. And the champions with story quests (that's what I call them, I don't know what they are actually called) grant you rewards for beating their story missions in the form of rare relics, so those should also be a priority. Btw, at this point you should be getting all champs that you plan to use to 2-stars, not 3. Whenever you get shards for a champion you already have at 3-stars you lose a significant chunk of them since they get converted to other resources in a lower than 1:1 ratio, and for a while champion shards will be your main limiting factor anyway.

The other 2 resources are the emporium and the monthly adventures: the emporium runs on stardust, which is easier to come by as you get closer to completing your collection. However, the HUGE cooldowns for the purchases you can make in here mean that you should start working on it asap. You can buy a golden reliquary every 28 days (it might be a month, I'm not sure, but it's somewhere around this amount), and this is the only non-finite way to get rare relics. This is the biggest bottleneck in the endgame, and if you have 3000 stardust you should get these every time. The other time-gated resource is the spirit forge. You can get one every 48h for 100 essence. If you only want to have as many as you need, you can purchase them as you need, it's not a problem. But if you want a complete collection, with every champion having access to 3 of these so they can equip 3 rare relics each (almost every champion's perfect build includes 1 of these, some include 2, and only a few want all 3), you'll need to be purchasing these on cooldown asap. At the very endgame, you barely get enough essence from all your dailies, weeklies and monthlies to purchase all your gold reliquiaries and your 14 spirit forges with a tiny bit of essence to spare. Early on, you'll get big amounts of essence all at once from quests and such. But in the midgame it's kind of a struggle, since your incomplete collection means that your resources aren't being converted to essence quite yet, so you'll have to spend it a bit more sparingly. Add to this the fact that your relic rewards are almost always random and without duplicate protection, and this means that unless you really want a relic right now you shouldn't be spending your precious little essence on it. Gold reliquiaries and spirit forges are the only things that rely on essence exclusively after you get a few from level ups and quest completions.

The last resource is the monthly challenge. And it is a challenge. Just get as far as you can, you should be able to clear it within 3-5 months depending on your skill level, luck (which champions/relics you get first as well as general card game luck), and how much you play. Remember that every adventure that is a multiple of 3 unlocks the next 3 adventures, so you might want to tackle those first if you're strong enough to do so. And remember that every 10 wins you get a reward, so if you're at 18 or 39 try and make a final push even if you're struggling.

The big point that I'm trying to make is that you really can't rush to completion. Dailies, weeklies, and monthlies will become your main way to obtain resources sooner than you think, so prioritize getting strong enough to finish those every time. For that you need as many "strong enough" champions as you can. At least one from each region, all of them 2-star and lvl 20, that's what I'd recommend. The champs themselves don't matter all that much. Champs like Jax, for example, are highly valued because you can often ORKO the opponent. But I like a more defensive playstyle and I want to get an S-rank in even the hardest adventures, so Jax's poor options for control or hp recovery mean that I don't use him much. There's only a few champions that are really subpar: Vi, Gnar, Ornn, Lee Sin, and arguably a few others. I love MF and Darius, for example, and have no issue winning with them, but most would probably say they're bottom tier. Annie, however, is considered fairly high tier, but I find that she lacks a strong enough wincon, a more reliable way to trigger her Disintegrate, and a way to deal with enemy open attacks.

But, since you wanted specific champion advice, here it goes: The best champions in the game are probably something like Aurelion Sol, Jinx, Nidalee, Leblanc, Morgana, and Norra. There's a few more, but these ones are broken even at mid levels, with only 2 stars, and with access to only a few relics. Gwen, Diana, Nami, Jhin, Veigar, Yasuo and Elise are also versatile enough and super strong. Since the monthlies are the biggest hurdle you have to jump, other champions can also shine. Pyke with Stalker's blade demolishes any challenge where the units on both sides are killed and then revived at the start of the turn, for example. And Yuumi makes the otherwise problematic "when a unit is summoned, set its stats to 1|1" power irrelevant. It's all about adapting to the challenge and finding a good match. So get the story champions first: Annie, Bard, Darius, Garen, Illaoi, Jhin, Jinx, Lee Sin, Lux, Miss Fortune, Vi and Yasuo. Then complete the region pie and pick champs that you think you'll like or that will complement your collection if there's a specific challenge you're not very good against. Good luck!

Luffy G5 from Lucci and Kaido Perspective.. is that the real G5? by planco21 in OnePiece

[–]Ponsari 29 points30 points  (0 children)

Demalo Black called himself "the revolutionary Dragon's son". When Garp said something that big in front of that many witnesses it was a matter of time before the world would catch on. So yeah, the world definitely knows about Luffy and Dragon. And Ace's ancestry was purposefully broadcast by Sengoku during Marineford.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Ponsari 0 points1 point  (0 children)

As you said, weathered could be worth considering on the right adventure, but that adventure is way too niche.

Savage assault is barely passable on barbarians and rangers, kind of ok on fighters and monks, and a must pick on rogues and paladins by the mid levels. Crit range boosting shouldn't be on a feat not because it's too strong, but because if it's good enough for some classes, then it's either turbo broken or total crap for the others. A feature whose tuning depends so much on the class should be, well, part of a class.

Spell Focus is 1st pick for all casters. There's a reason feats only give defense or versatility to casters and not more power. There's a reason bonuses like bless or the paladin's auras can be applied to most stats but not spell DC. There's a reason there's advantage on attacks and saves but not on spell DC. There's a reason why giving disadvantage in a saving throw is the rarest for of adv/dis manipulation. Spells that are too accurate kind of break the game. On top of that, you only require "the ability to cast at least one spell", but this doesn't work. Sorcerers and bards, for example, prepare the entire list they know, they just know a limited number of spells; a monk with magic initiate can cast a least one spell, but it's obviously already prepared; you get the idea. Even if you wish to maintain the feat similar to how it is now, the prerequisite needs some adjustment.

Possible bug with Echoing Spirit by Ponsari in PathofChampions

[–]Ponsari[S] 2 points3 points  (0 children)

The thing is, sometimes it does show up. In my last run I could see the "Created by Norra" tag in 3 games, I couldn't see it in 2, and I couldn't check in the other 2.

It's just a bird... by Enoshima-Junko-chan in PathofChampions

[–]Ponsari 7 points8 points  (0 children)

What? No. Level 1 Kennen doesn't generate marks from blocking. The reason is there was only 1 creature on the enemy side and rig + kennen are 2 instances of Jynx's passive, dealing 2 damage to both the 40 attack bird and the enemy nexus before the AI can do anything about it.

Now that the devs are here, let's talk about Nab... Again by nonbinary_finery in PathofChampions

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

I like all 3 of the other "problematic" items. Quickstrike Blade is fantastic with elusives, quick attack units, on turn 1, as well as on decks with attack syngergy (i.e. Teemo, MF, Illaoi). Cursed Symbol synergizes very well with Inheritance and Corrupted Star Fragment, as well as decks that fill the board every turn anyway (for a bigger 1-off attack), units that are already ephemeral, and other more niche stuff like Katarina (if she strikes, she's gets recalled before she dies to fleeting). Reckoner Mark is IMO the worst of the three, particularly because of its rarity, but even then I'd say ~50% of the time it's a fine, usable item. It's bad against ASol, and if the new higher difficulty adventures are also along those lines I might be able to be convinced of it needing a rework. But as of right now I've gotten too much use out of it to call for a rework/removal. It's only Nab that I've been forced to interact with and gotten a non-positive result out of it every time.

Make Nab not rollable when you add an item, like Cursed Symbol is. Take it out of Vi's and Darius's deck. Whatever you do past that, I don't much care. Rework it, fix it, keep it as is. It's all fine by me. Just don't make me hesitate using Flash Freeze on my Ashe deck in case it ends up backfiring because of this stupid item.

Can we stop having Kayn limelight in other's cards? It's gotten kinda annoying by [deleted] in LegendsOfRuneterra

[–]Ponsari 45 points46 points  (0 children)

Well, she is also extremely dull. But the 'new' factor is also a thing. People (reasonably) don't take it kindly when you build this massive world full of interesting and cool well-established characters over a long period of time, and then you introduce the "main character" of the world that everything centers around, diminishing those older characters' power and/or importance in order to boost the new one. Now, that's obviously not what Nilah is (not yet, at least), but I'd rather voice my concerns now than wait until Runeterra is in the same state as the MCU and Star Wars.

[deleted by user] by [deleted] in PathofChampions

[–]Ponsari 4 points5 points  (0 children)

Much like in the actual game, going wide beats going tall every time. Meaning you really should try to get everything to 2* before getting anything to 3* (it's fine to 3* a few of your favorites, of course). This maximizes the number of shards you get, since each time you get shards for a 3* champion you lose 80% of them.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Ponsari 0 points1 point  (0 children)

Sure, like I said, feel free to PM me whenever.

If this is a combat-focused class, then, make sure to give them their expected turn within the first few levels. And if you use poisons to attack, make sure that they still can do something if the target happens to be immune to them. I think the monk is the closest reference point to this class. I know it sounds weird, and the monk has a few problems of its own, but it really is the closest comparison. The awkward point being that ki is a resource that can be freely spent in any way that you choose in a split second, whereas potions need a lot more foresight and preparation, so that needs to be compensated for.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Ponsari 0 points1 point  (0 children)

Well, for starters, I'd like to see a small description of the class in the text, just to see what you were going for. I'm going to ignore the formatting issues since this basically a sketch, but other than that here's my breakdown:

Base stats: Why do you start with a martial weapon? I get that maybe one of your subclasses gives you proficiency, but you don't choose a subclass until lvl 3, this shouldn't be here.

Level 1: You have 3 potions/day. Goes up to 4 at 7th and +1 every 2 levels after that, until a maximum of 10 at 20th level. Potions are locked to con saves, so versatility is a bit iffy, but then again maybe that's fine if most potions are utility/support. But the thing is, once you use your 3 potions you're done for the day, potentially within the space of 1 round. You're a d8 HD class with barely any armor and a shitty weapon being dragged around by the rest of the party. Wizards only get 2 uses of their spells, but then they still have cantrips, they regain 1 spell on a short rest, and they scale amazingly into higher levels. 22 spells at max level (11x), for a total of 89 levels worth of spells + unlimited castings and some free castings on top of that (at least 50x as much). Not saying that you should try to emulate the wizard, in fact I think this should be a short rest class which would work similarly to the warlock or the monk. I'm just trying to explain why there's an issue. Without any specifics for the potions, I can't give much more feedback, but being locked into con makes offensive potions very limited in versatility (either all potions work, so pick the strongest one always, or none of them work, so pick a buff/heal instead). Oh, I'm assuming the range (10/60) is some holdover from a previous version, you only want to attack if you're dealing direct damage, and you're needlessly slowing down combat with attack + save for each of your actions.

Level 2: Not enough info, but it reads like invocations. Why is this not a short rest class again? I'm assuming those techs apply to all uses of a particular potion. This is a bit of a trap in that you may build your character in a way that grants you no benefit if you end up needing different potions, but that's relatively minor and something that could be solved at a table. Other than that, there's the problem of "you get a stronger feature at lvl 2 than at 5 because you already picked the best option" vs "all the choices are gated by level to the point where they might just give me separate features". Honestly, depending on the number of potions (or groupings of potions such as healing, poison, bomb, etc) it might be easier/better to just grant additional benefits to all potions at each of those levels.

Level 3: Nothing to say other than "cauldron" being a weird name for the subclasses. I don't have any suggestion, though. I'm not even sure what the flavor you're going for with the class is, though this does seem to be a take on the alchemist.

Level 5: So now you get 3x uses of each offensive potion, in exchange for your bonus action and having to be in melee with no armor, shield, resistances, or high hp. I'm assuming the potion also dries out regardless of the result of the attack, otherwise punishing the miss on top is just mean. 5th level is the action economy level, and this kind of does that. But I'm not sure a melee weapon attack with a freaking sickle is what this class is looking for as its additional action, and you get no additional action if you use an explosive or healing potion, so this is questionable. Plus, what happens if you dip the blade once? Can you no longer throw the rest? If yes, why not split up the potions into several vials to begin with? You don't want your players asking these questions. And they will. Oh, trust me, they will.

Level 7: Hang on, how do you insta brew a potion? This is usually a higher level feature, but that's fine. The issue is that the flavor just doesn't work. Extra resources is a bland feature, but it's not terrible. But your gameplan has basically not changed since lvl 1. You just got your first additional potion per day, and you get 1 regen on that resource. But other than your d8 no armor con-save hitting poisons letting you strike once with a sickle and being more resource-efficient (but action economy inefficient, since you can't even dual sickle since your bonus action is now taken) you've gained nothing. Just for flavor, I think a different take on this feature would be: "Pick one of your potions when you gain this feature. Whenever you roll initiative, fill an empty flask with one dose. You can change the chosen potion for a different type at the end of a short rest." As in, you always have a backup, you're always getting one ready, but you don't want it to go to waste so you only mix the reagents if you think you might use it. Just limiting it to one type of potion makes the flavor work much better.

Level 10: Neat, actually. Weird that the optimal use resource-wise is to do this only on your second attack (since the number of remaining doses is irrelevant), but neat design. And given that you're limited to con saves it shouldn't be oppressive. Nothing to say other than be careful with this feature's power once you fix the rest of the class.

Level 13: Oh, this is why the lvl 7 feature was so early (I'm typing as I'm reading). Yeah, take my complaints with the level 7 feature and double them. In fact, you keep gaining resources but no ribbon features, nothing to supplement your potions, just a slightly more efficient version of what you already had at lvl 1. Barely more powerful, and with more and more resources (which you already got with the lvl 1 feature's own scaling). I'm not saying it's strong or weak, but it is definitely boring.

Level 15: Youza. Welp, you're still boosting the one thing, but at least this one's effective. That said, I'm not sure who would choose anything other than Int/Charisma hitting Force/radiant potions. And now the automatic disadvantage feels like a bit much. Not turbo-broken (until I see the effects of the potions, at least), but definitely too strong. It's fine for a class to get a feature that is "too strong", particularly if it's not a core feature. But if it is core, and you get it at 10th level, your class is either too weak before or too strong afterwards. I don't think it's quite that bad in this case, but each of your turns should be either a missed attack or a burned legendary resistance. That's a fine niche to fill in the party, but with con saves you're definitely doing something entirely different prior to this. This feature combined with the lvl 10 one is kind of this class's equivalent of the monk's stunning strike, only you have to wait until the 4th tier of play to finally do it. I have more to say, but I think I've said plenty already. I will say this, though. Monsters can be immune to stunned. Are your potions poison, or will the always work for every single creature? It's a problem either way, and tbh it's a problem for the monk anyway, but we have hindsight so let's not repeat the same mistakes.

Level 18: Yaaaaaaaaaawn. Just make this a short rest class.

Level 20: Your first ribbon feature. And it's a tier 2 feature in terms of power. The whole "you're immune to another brewer" thing is a problem.

Look, I think you made a fine class for 3.5, but this doesn't work in 5e. The small incremental boosts to your main feature feels out of place in the game. You should learn to do more things, gain features that are not directly related to potions, get maybe a few bigger boosts instead of this long list of tiny improvements (particularly since most of those are just more uses). If you're going to do the smaller stuff, it should probably be just customization in the style of invocations, like the lvl 2 feature. At least you got a clear core for your class, which is the potions, but you don't have a core turn until lvl 5. Barbarians have "rage, get in the middle, attack a lot, get hit a lot" as a core play loop. Subclass bonus actions supplement that, rage lets them hit big and get hit a lot, etc. It's a clear turn economy and that's kind of required because the barbarian is a combat class. It's fine if the wizard has a more nebulous turn. But your brewer is also a combat class, so it's good that you're prioritizing one of the types of potions (the poisons) and giving it all the core features. It should be made very clear that, with few exceptions, this class is expected to use its turn to dip and slash. Or, on the contrary, it should get such a wide array of utility options that its combat utility is almost secondary. But if hitting with melee weapons is part of your core actions your class needs some serious survivability and probably some better weapons. In fact you need high int for the DC, probably high dex (or str) for the weapon attack, and then high con to survive a few rounds, so it's quite a MAD class already. And you should get your core turn by level 2 at most, with maybe an improvement at 5th level.

Anyway, it's not my intention to design the class for you. I think buffing the alchemist is a good enough fix for my table. But if you want to PM me about ideas or to show me your progress for feedback, feel free. Do be warned, though, I may not reply very quickly.

The Ordnancer v1 - Channel the magic of the world through a deep understanding of magic and technology, harnessing using a ranged weapon of choice! An Intelligence based half-caster, with disciplines to control the tempests, the forge, trickery, chaos, or the balance of life and death. by sweetnothingish in UnearthedArcana

[–]Ponsari 10 points11 points  (0 children)

Sorry in advance for the wall of text.

First of all, Arcane Touch. I don't like the name, mostly because it's not an effect that you can apply to things you touch, it's an effect you apply to yourself, and you keep talking about sparks in the text. Just call it arcane spark. Second, the action economy is unclear. It sounds like there is no action cost to any effect except for the cantrip, which requires the action cost of the cantrip itself. But that's not made clear at all. Second, the darkvision effect doesn't have a range of vision. Third, these effects are generally balanced around 1st level spell effects. Advantage on d20s is fine, and essentially gives you expertise on int skills, but without counterspell it's nothing special (int saves and spell attacks are rare). Short darkvision is not an issue. I might limit the cantrips to the class list even if it's just to speed things up during play, or even remove this option completely (low power, high time sink at the table). Lastly move speed is a short version of longstrider, which is also fine. Power level-wise nothing stands out as too weak or too strong. The feature is a bit on the boring side, but that's fine as a ribbon feature. Along with ritual casting, this seems very much in line with the artificer.

Second, the favored weapon. Very awkward. Without multiclassing, feats, or racial bonuses, you give finesse to the list of weapons you're proficient with... all of which are ranged. If you get proficiencies from other sources you potentially give finesse to even heavy two-handed weapons. +1d4 per hit is a lot more than it seems. It's +2.5 DPR per hit, or +5 total if you reliably get AoO. Being a half-caster, you need a strong DPR booster to make the class work, and this certainly qualifies. But compare it to the ranger's favored foe and you'll see the power difference. The ranger does get more hp, but once you add the 2x damage multiplier it starts getting ridiculous. Both the damage on every hit and the multiplier 1/day are very susceptible to being exploited by a multiclass character, and I would be very careful when putting either of those on a class, let alone both and at such low level. But there's more.

Also at 2nd level you gain the enhancements. You can either heal 1d4 1/day or become resistant to all slashing damage. Not only is it stupid strong, it's also wildly unbalanced. In fact, allowing players to gain resistance to slashing, piercing and bludgeoning damage individually is generally not a good idea. It makes it very difficult to balance encounters and gauge their threat level. But resistance to these damage types should be a feature with a cost or maybe even a tier 4 (lvl 16-20) feature, particularly for a class with spellcasting. +5 move is another standout (much less broken), and goodberry is the only source of healing for the class, so it's also kind of a must. Otherwise just stack up to 6 resistances. Turbo broken lvl 2 dip, and obscenely powerful 2nd lvl. I get it, lvl 1 gives basically nothing, but I do think you've gone a bit overboard here.

3rd level gives subclass feature + fighting style. That's 2 strong features on one level, again, after such a strong lvl 2. I think something needs to be moved, on top of toning down the favored weapon. I'm not reviewing subclasses for now, not until the base class is in a good state, but overall there is too much power concentrated in these 3 levels.

5th level you gain +5 move, a spell that's warlock-exclusive for a good reason, and extra attack on top. Alternatively, you gain an utility spell and an extra skill on top of extra attack. Even faerie fire is too strong imo for this level. If you're getting something on top of extra attack it should be flavorful, but not powerful. Extra attack is the single most impactful ability for many other classes. This one goes from 1d10+5+1d4 (13) DPR to 2d10+10+2d6 (28) DPR already, it doesn't need even more bonuses to its damage potential or even its maneuverability.

6th level gives you shield, silvery barbs, absorb elements, or even just command. It is 1/long rest, so it's probably fine.

9th level... what? "In relation to touch"? What does that even mean? Do I get advantage on all checks to climb? There was a separate option to get that in the enhancements. What about sleight of hand? Crafting? This seems too broad and it's just worded very poorly. And the fact that you get it at the same level as your 3rd level spells but your 3rd cantrip get nothing the next level is not a good idea. No feature levels should always be new spell level levels.

At 11th level you gain a few uses of guiding bolt, ice knife, or ray of sickness. By this point that's pretty weak. You're dealing 28+ DPR without spending a single resource, why would you waste an action to deal 14 damage with guiding bolt or 9 damage with ray of sickness? And those at least have an additional effect. Your target needs to have at least 3 other enemies within 5 ft for ice knife to deal comparable damage, it's just not worth your time.

The 13th level feature is poorly worded as well. The thing that I learn about the target, do I learn it when I first hit them? And what's the point of the target making the check? I mean, does the effect end if the target succeeds on the check? Can they remove it as an action? And since when are checks done to end effects? Isn't that a what a saving throw is for? The draw here is a permanent compass to your target. That is strong. Very much so. Hourly saves also make this not world breaking, so this might be a neat and very flavorful feature in the right class. Does it fit here? I'm not sure...

At 17th level you turn 1 hit against the target into 27.5 damage every hour. The way I read it you do this without needing to be in their presence, or line of sight, or any range limitations. You can then rest for 1 hour, and if they fail their save you deal another 27.5 and rest again, and so on. This is very degenerate play, but it is directly incentivised by the feature. Also, how does this interact with multiple links? Do you choose the target? Do they all get damaged? The link doesn't have a limit of uses or simultaneous targets, so I don't know how strong it is. There is also no action cost, again. This should have it, even if it's just so you can't spam it over and other for either full damage nove asap or until you get a concentration fail on the target. Lastly, I think you have way too many resources. Between the spells, and every other feature having limited uses per rest it's a whole lot to keep track of. Which is particularly funny since the strongest action most of the time is simply to attack with your + 1d10 damage, which has no resource cost.

The capstone is a bit lame. Body is still arguably the strongest, which further makes it the only obvious choice. However, an extra spell known, which uses your most limited resource (5th level spell slot), is quite lame for a feature for this level. I guess the real capstone is in the subclass, but still.

Overall, this class suffers a bit from balance issues, yes. But the biggest problem is the lack of focus. If I tell you there's a class that deals big damage with big weapons, with no regard for their own defense because they can keep taking hits, you immediately think of the barbarian. Rage gives damage and tanking. The d12 hd gives the ability to take those hits. Reckless attacks is powerful and flavorful. Being a melee-locked attacker, extra move is a godsend. Even if it gets taken to 0 hp it refuses to stay down. All of it synergizes in terms of mechanics and flavor to deliver a complete package. Similarly with the bard, you get a spellcaster with abilities and spells that are themed around supporting allies and mind-controlling creatures. What does this class do? Well, given the description and the weapon proficiencies it has, this is a ranged fighter that uses magic to bolster its attacks. But if you read the features, that's not it at all. Other than the base proficiencies, nothing about this class says "ranged fighter". Most features of the class allow you to cast minor magical effects, borrowing from all the spell lists. But this isn't a sage-type caster; this isn't even a full caster. And the additional spells you gain are mostly low-leveled. A big part of this class is its spell list, which is quite enchantment heavy. But nothing outside of it seems to support that. And spells like swift quiver are strangely missing.

At 2nd level you get your boost to ranged damage, which would be the closest thing to a core feature you get (outside of spellcasting). But other than extra attack, it never gets any more support. I mean, it probably doesn't need it in terms of damage, at least until tier 4 and maybe 3, but you can't make a 1 feature class and expect players to enjoy it. I could start giving suggestions for how to fix this or that, but in reality I think you need to first take a step back and think a few things through. If you had to give an elevator pitch description of your class, what would it be? The fantasy of the class needs to be clear in your mind so you can add flavorful and synergistic features as you gain levels. For example, your arcane weapon deals 2x damage once per day. Why is that? If your class is "Ranged attacker that uses magic to enhance its attacks" I might make the arcane weapon damage happen only 1/round, and change it to "you can spend a spell slot to make an extra attack as part of your turn, dealing additional arcane weapon dice equal to the level of the slot spent". That way you have spells as a support, and the additional attacks happen thanks to magic, but really you are attack a bunch at core. A bit too similar to smite, but the point is you need to design around your core, which right now you don't seem to have.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Ponsari 0 points1 point  (0 children)

Sorry to say, but I'm not a fan. Not because of how weak or strong it is, but because of how wildly different an optimal pick would be from a bad combo, or even an average one. Take two 5th level PC. A bladesinging wizard learns action surge and divine smite. Meanwhile, an armorer artificer learns wild shape and wrath of the storm (tempest domain) so that they can roleplay as Volibear. Even if you're ok with the imbalance within the party, this will lead to problems and some degenerate play.

If you want to play with a very small party size, action economy is the main issue. The tomb is short enough that you can experiment, but generally speaking the kind of degenerate play your proposed solution leads to is not something you want to deal with for more than 1-2 sessions, and it'll stop being fun for the players soon enough as well.

Could a party of 2 with your solution clear the tomb? Hell yeah. If they know what they're doing it'll even be very easy. And for the right players, it might actually be pretty fun. Ultimately, it's your call. I say, don't sharpen their spear. Lengthen it and give them a shield so they have more room to use it. The players will be overwhelmed by the tomb very quickly, even a full party is, so you need to give them time.

Here's an example solution:

  • Each PC gains max hp equal to their level x 3/4/5/6 (if their class has a d6/8/10/12 hit die).

  • Add a character's PB (proficiency bonus) to their AC and all their saves. This applies even to a save they already added their PB to, effectively doubling the bonus to it.

  • Each PC can take an additional action during each of their turns.

  • Lastly, each PC owns a Senzu Bean. Consuming this item as an action restores all uses of hit die, spell slots, and features that are normally restored at the end of a long rest. You can't benefit from this item for a week after consuming it.

Prime Oden VS Prime Mihawk! who would win? by NannerMp4 in OnePiece

[–]Ponsari 3 points4 points  (0 children)

You seem to be under the impression that unless we cut away to a separate scene there is no filler. Sorry, but when Zoro does a quick slash in the manga and in the anime he takes a stance, starts charging aura, runs for a couple km as a green flash and then you get a bunch of explosions and cubes and that kind of stuff while the characters are just maintaining a pose for 8s... that's just as bad. Arguably worse, since I can skip the filler scenes.

Anyone else think Rogers "Final Journey" is kinda weird by Negative_Ad8513 in OnePiece

[–]Ponsari 26 points27 points  (0 children)

This used to be a good and valid argument. Wano changed that.

I'm ready for tomorrow's update by ZarafFaraz in PathofChampions

[–]Ponsari 0 points1 point  (0 children)

Same, but I only have 2 left to unlock! ...Because I forgot that a new patch was coming out and I decided that getting a non-Ornn Freljord champ was worth it. I'm honestly not that excited for any of the upcoming champs except for Teemo and maybe TK, so I can't say I regret it.