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The chain lightning does 160 damage to 4 targets, the archer build does like 30+ per shot and shoots 6 times, also hitting 4 targets, WITHOUT aura of murder, double that with. Also you can crit on those shots.
so where does it say it must be willing?
they have entered the zone of the spell, it wasn't their choice, but they went from outside to in? thats entering by definion.
your turn.
Or Bloodthirst if you aren't solo'ing.
A highly mobile lvl 12 Fighter (melee) tags all the enemies with Bloodthirst. Then your lvl 12 Fighter rains death with the Titanstring Bow - maybe after one your spellcasters casts Hold Monster on the target. 160+ avg dmg - easily 10x attacks per round.
Yeah, synergy. Absolutely devastating to everything. Bloodthirst will do decent dmg after the first attack too - or with your 2x off-handed with Crimson Mischief and Helmet of Grit for 50+ dmg each. And with the Helmet of Grit and an Expedited Retreat scroll, you can easily move across the entire battlefield when Hasted.
Cool. I will talk shop with you anytime. I like the cut of your jib. You're very helpful. My lvl 12 party was a Fighter-Champion (melee), Fighter-Champion (ranged), Wizard, and my own Sorcerer. My Wizard and Sorcerer were backup. But normally everything would be dead turn 1 without any consumables - outside of maybe a Twinned Haste spell.
Yeah, the Fighter dmg output is incredible - especially when Critting Vulnerable creatures with Arrows of Slaying. Heh.
I do Champion because the ability is passive. I'm kinda lazy. I like to kill everything with the fewest number of clicks. What you really want is Improved Extra Attack anyway.
Very little is done to offset how powerful GWM is as a feat, because most of the strongest weapons in the game are two-handed (swords). Meanwhile weapon+shield is pathetically weak in comparison, with shields mostly being delegated to abusing the human/high half-elf proficiency with classes that don't have access to them normally. Speaking of which, the removal of racial ability bonuses (without an option to use them for people who wanted them) is another big failure, as well as the lack of AS rolling (it's not like the game is balanced in the first place to use an excuse that it will make it "too easy").
Going back to itemization, there are way too many items specifically for martials which increase attack rolls or add damage bonuses for all attacks, making a pure/1 lvl dip fighter or a monk an absolute killing machine in late game. Add damage reduction on armor on top of that which stacks with the HAM feat and your full plate fighter (and you get one of the best full plates from Thorm just like that) can take hits to the face all day long, occassionally taking a potion. Then there are things like the gloves of DA against combat maneuvers, the "monk" robes (that anyone can wear) just giving you a flat +2 on Strength or Dexterity, all the Rage-enhancing Barbarian gear...
If the game had an attunement system it could at least be somewhat balanced - raise the cap to 4 instead of 3 even, or make some bonuses from items be always on and some trigger only on attunement. But I guess it was considered too "complex" just like having to identify items, swap spells on rest only, wear belts, or have crossbows reload to compensate for their higher damage compared to bows.
There's so much magic trash like rings and amulets with one weak property that never get used. Or weapons and armor with weird conditional properties that don't have the +1. On the other hand you have rings that casually add +2 or +1d4 damage to every single attack you make, or Gloves that give you Advantage for attacking.
Then you have the odd "set" items with Lightning Charges that feel like the shipment got lost on it's way to Diablo 4.
Then you have the two handed weapons, bows and armor that are just (suddenly) ridiculously OP.
I think the game would have been better if they stayed more in line with how D&D magic items work. Without the trash items and OP "build around" items.
Overpowered is such an individual perspective. What is OP?