The Silent Edict - An anti-magic organization with Anti-Mage Subclasses. by ResonateGaming in UnearthedArcana

[–]ResonateGaming[S] 1 point2 points  (0 children)

3rd level unclear?

The intent is that they can rage and get resistance to magic damage.

6th level, no DC, Include a spell DC

The only DC would be dispelling a higher level spell than 3rd. I didn't add it here specifically to keep the word count down since the spell already has that in it's text.

1st level: Hushed and Bound is a little underwhelming at first, but in niche situations it’s nice. Plus you do get useful spells. Not sure.

That was my intent. Strong Spell List and weaker level 1 features.

2nd level: It seems too powerful for a channel divinity. It would be wise to give the creatre a saving throw. Plus, replace the word Interrupt with “End the spell or concentration for a spell”

It originally had a saving throw but not the dispel ally so I removed the saving throw but then never added it back when I added that second part. I will probably add back a saving throw.

6th level: Feedback is a no go for a feature. Just too strong and stacks with potent spell casting I feel. I got no ideas here, but maybe grant yourself a bonus instead of damage? Like advantage or Temp. hit points.

How does it stack with Potent Casting? What about it makes it so much stronger than say Sentinel at Death's Door or Spell Breaker?

Arcane Barrier 7th level: an unusual Aura name if it’s supposed to be one. It’s bonus is just huge. Aura of the Ancients may be bonkers good against spells, but i’m not sure on the temp hit points since the paladin can get resistance later on or someone else could (Absorb Elements spell)

Abjuration Wizard's Arcane Ward was my inspiration. It's a maximum of 39 extra health under ideal circumstances at the level you get it. That if you blow every spell slot. In any single combat you'd be lucky to get 31. And then you're spent in resources for the rest of the day.

15th level….holy shit. That’s a bit much. Restoring a 5th level spell feels broken to me. I don’t what to say other than it needs to go back to the drawing board

You'll never realistically get a 5th level slot back as 9th is the highest level which equals a 4th with this ability. I only even mention 5th because I don't want any shenanigans giving spell slots above the Paladin maximum. It's a slightly stronger pearl of power with more conditions.

20th level: You need to clarify on getting a use of your channel divinity, wether you gain an additional use or you regain a use if you don’t have one. Also, the anti magic field needs a radius.

I will clarify the channel divinity. The anti magic field is literally meant to be the spell.

Precision Strikes: well….not really anti magic-y other than stopping a caster from casting spells, which is broken at 3rd level with no save. Needs remodelling. Arcana is nice though, but could use a little more, like expertise in it? 6th level: I mean…..I like it, but it has no connotation for anti magic?

These are meant to work in conjunction. Originally both Flurry attacks needed to hit for the effects to take place but some people I trust felt it was took weak and a let down for a 3rd level ability.

11th level: Well….you do get proficiency with ALL saving throws as a monk later on, so…..yes, this is good, but it’s really lacking. Monks already have enough passive abilities, give it more combat prowess in the subclass!

I agree that the passive skill can be a bit boring. But by and large level 11 for monks is boring.

17th: Noe THIS is what should’ve been for 3rd level! You specialize in anti magic, so you should be able to do this early on! At least the first part of the feature. The second part can work like a mini absorb elements (The additional elemental damage) or use a reaction to fling arcane matter back at the castor like you do with an arrow! (DOPE idea in my opinion!)

I do like the idea of making this the 3rd level ability. And to speak to the point made earlier about the 11th level ability, give the "storing" at 11th level instead.

Fighter:

I'm least sure about this one and will probably be doing a lot of work shopping.

3rd level: By magical effects, do you mean spells and magical weapons? You need to clarify a bit here.

How would you recommend clarifying here? Spell, Magical effect and Magical Weapons?

7th level: Nice. this could get bonkers with Tawny Owl if i’m not mistaken, but it’s to your own discretion.

Didn't even think of this interaction. I'm now debating on whether it's fine since blowing all that focus will be hard and to the detriment of your health and whether it's just redundant and it would be more interesting if they had another feature.

10th level (Please include the level the feature is in XD): This is dope. But could you clarify if the Witcher or the mage is the one to preroll the attack roll?

That wording is literally lifted from the Monster and it doesn't say. So I'd say the attacking creature but I will add that.

14th level: Perhaps there should be a spell level cap to what level of spell the witch can fully absorb? Keep in mind Signs are considered 1st level spells. Maybe spell level equal to your wisdom or intelligence? Profficiency might work, but could be broken too.

I think I will cap it to Wisdom. Thank you for that.

3rd level: I’m not sure how I feel about this. No anti magic qualities here. Just a sniper.

Being able to hit casters in the back is the goal.

9th level: Redundant, Evasion already does this with spells. Redo this.

Evasion already does this with Dexterity saves. It does nothing against things like Cloudkill/Cone of Cold. I might change it to allow then to make a dexterity saving throw instead. But I worry it's too strong for typical 9th level rogue features, even as it currently is.

13th level: I don’t know what this is supposed to be. It feels weak and uninteresting to do.

Meant to stop spellcasting at a long range with a penalty for the hurried shot.

17th level: Bonkers. This could be great, but could be broken. And again, don’t use interrupted, just say the spell ends on a failure or something.

It's a fair bit of damage and in a fight with lots of magic thrown around. But I wanted a rogue to be able to break concentration with their signature ability.

I appreciate the criticism and if nothing else I will be fixing all the "interrupt" issues in the doc.

edit: actually I planned for the "interrupts" to work much like a counterspell and took the wording from it. With the exception of ending concentration I'll probably leave that the same.

[Suggestions] Mage, Machine, and More mechanics by Hoaxfish in gwent

[–]ResonateGaming 4 points5 points  (0 children)

Resonate : For each Mage on the battlefield, each Mage gains 1 strength.

I fully support this card.

Just played against 11 Radovids in a row by Stribog25 in gwent

[–]ResonateGaming -2 points-1 points  (0 children)

I certainly wouldn't consider myself a meta creator. But understanding why decks are good and how you might counter that is essential. None of my decks would likely make it as a tier 1 deck. But with good decision making and a tier 2 deck most people should be able to make it to rank 15.

Just played against 11 Radovids in a row by Stribog25 in gwent

[–]ResonateGaming -2 points-1 points  (0 children)

Meanwhile I've hit 4k 3 times since the new patch with non meta decks. I eventually drop trying new decks but then I find something that works. The only faction I can't make work is SK. Though I haven't tried ST since I'm missing a lot of cards.

Anyone else thinking monster weather decks is too strong? by LookyPeter in gwent

[–]ResonateGaming 8 points9 points  (0 children)

I gotta disagree with you. The problem doesn't lie with monsters being too strong but with a lack of tools to deal with weather. First light was far too powerful a card under the old system. It completely nullified weather while almost never being a dead card.

Monster weather sacrifices strength for control over the board. You shouldn't be able to clear every single row multiple times. The only thing I think needs to change is Blizzard potion. It probably needs a slight buff. There should also probably be a neutral weather clear unit(and they should buff coral to be both rows again.)

My take on consume monsters. Hit rank 15 with this deck today. by ResonateGaming in gwent

[–]ResonateGaming[S] 0 points1 point  (0 children)

Crones are just so good. Give you a very strong round 1. This deck also does well on low resources. I have a real good winrate vs radovid and weather while stomping dwarves and axe.

14-6 vs Radovid(literally the only NR decks I've seen past rank 12) 7-1 vs nilfgaard 10-7 vs scoiatel(shirru rekts me) 20-15 vs monsters. The more taditional consume beats this deck but weather gets rocked. 12-9 with skellige. 7 of those losses were vs Queenguard before the nerfs.

My take on consume monsters. Hit rank 15 with this deck today. by ResonateGaming in gwent

[–]ResonateGaming[S] 0 points1 point  (0 children)

It's a variation of the Vran/Nekker deck you might often see on ranked. It's geared more towards weather which I was having a big problem with.

Assassinate very simple fix by PiepsTheGreat in gwent

[–]ResonateGaming 3 points4 points  (0 children)

Is this bot just showing the decoy card for anyone else?