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All fighters should be focused on damage for the most part. You get high AC for picking the class and you have a lot of free ability points to dump into con. So tankiness is the baseline for a fighter. The only defensive vs offensive choice you make is whether you want to use a shield for more defense or a two hander for more damage.
D&D5 combat is all about proper positioning, proper focus and efficient action economy. You have plenty of spells and abilities to restraint the movements of the enemies. If they teleport onto you just stay grouped and gang up on them.
Spellcasters don't need to be built as tank, they have plenty of defensives options. And in 5e, the best defense is a good offense. Efficiently eleminating foes to reduce their action economy is the most important thing. Kill now, not later.
Also there are ways do build some more defense oriented characters in 5e, but not really with the current class and abilities available in the Early Access.
The AI seems to specifically target the mage even at the cost of running a gauntlet opportunity attacks. I didn't notice it as most of my runs have been with a mage and I just thought the AI for some reason targeted me, now playing a Warlock with Gale on the team and I see them seemingly bum rushing him, while the thief unloads with sneak attacks and my Warlock Hex/Spears them.
That's what I figured. I just have all my ranged characters hide after their main actions if they're threatened. Fog Cloud is your friend.
Here, it seems none of that works. So everybody has to be reasonable at taking damage, meaning you can't do most glass cannons builds, and you can't have any squishies like mages dedicated to skill checks and spells and wearing nothing but clothes on their back, relying solely on good positioning and knowledge of how the AI will prioritize.
Well technically you can go full DPS, balls to the walls, kill-them-before-they-kill-you build. Assuming it's possible against big mobs and big targets like minotaurs, will test and see if this works. But it's not looking good since at level 4 you don't have many options to do uber damage.
To make it short, it's not the mechanics of DnD that changed, it's the behavior of the AI that punishes some builds.
I mean don't get me wrong, i am not complaining that it's too hard or anything. Just that i'd rather use something like a rogue that has both damage and high AC from dexterity, than a wizard or similar that basically is gonna burn his spell slots casting mage armor every fight just to stay alive. Every protection spell that you have to cast is not a CC or a massive damage spell that you want to be casting instead.
Compare a class that has to waste a couple of turns casting protection spells to a class that can do damage and focus on damage right from the start because their AC is passive and not active. And that has no visible downsides to balance that fact. Rogue can do decent damage, backstab, get good AC, sneak etc etc. And consider also that the game is so punishing to casters in requiring frequent rest between fights just to get their utility back. A lot is pointing to physical classes just being better class to have a more fluid experience of the game.
You'll want to dust off that wizard and shaman companions if you encounter some physically resistant monsters. Switching companions is just so simple and quick, no reason to build the whole party for flexibility when you can just smash fight after fight with rogues and fighters.