are my features overpowered

Post/Author/DateTimePost
#1

ifritus

Nov 22, 2009 13:44:50
necro class in progress.. i just wanna make sure my features are not overpowered; as they are the epicentre of a clas.


Ritual Casting (all controllers get this really)



 



You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.

Shadow’s Path
A necromancer must choose his path, usually decided by his or her preferred target; soul, body or lingering spirit.
Choose one path to gain it’s bonuses.

Path of Affliction
Empowered Affliction: when you deal damage to a non-bloodied enemy with a power that has the Necrotic, Poison, Acid or Fire keyword, you deal extra damage per tier. +1D4 for Heroic, +2D4 for Paragon, and +3D4 for Epic.

Futile Resistance: when a bloodied enemy attempts a save to end an effect caused you put upon them, they take a penalty to that save equal to 1D4.


Aura of Decay: An aura of decay surrounds your person; extending in reach with level. Close Burst 5/10/15 in Heroic, Paragon and Epic tier respectively. At the start of their turn, they make a saving throw: if they fail, they take damage equal to your Intelligence modifier.




Path of Soul



Unyielding Torture: enemies that attempt saves to end effects caused by you, by a power with the Necrotic or Psychic keyword: take a -2 penalty to those saves, and an additional -1 at Epic tier.

Shackled Soul: if, with use of a power you bloody an enemy for the first time during the encounter, they become Immobilized until the end of your next turn.


Ethereal Retribution: Each time an enemy succeeds in saving against an effect caused by you, you gain a cumulative +1 for attack rolls with powers against that enemy that have the Necrotic or Psychic keyword, to a maximum of +5, this bonus resets after every attack you make against the target enemy.




Path of Spirit



Prolonged Servitude: When you create a minion under your control, roll 1D20: 1-10 nothing happens, 11-20 increase the number of turns the minion remains in your control by one half your Charisma modifier (minimum 1)

Hardened Spirit: you gain an extra +1 bonus to your Will defense.


Necromantic Vigour: Each time you summon a minion whilst bloodied, you gain temporary hit points equal to
4+ your Charisma modifier.




Soul Armor



So long as you are not wearing heavy armor, you gain a +2 bonus to your AC, and a +1 bonus to your Will defense.

Minions


For all classifications, minions are summoned creatures, but are physical beings with hit points equal to your bloodied value. Their defenses mirror yours, and have Will effects. These effects are what the Soul residing in the being will do if you do not command it. For purposes of powers that target specific creatures, your summons have the Undead keyword.

(yeah, so they can be killed, theyre affected by pally type stuff, and they have "will effects"  a renamed effect mimicing the druid summon instinctive effects.

I alos hope u HB folks hat like necromancers are satisfyed by my version... and that the features aint overpowered.




#2

Janx_14

Nov 22, 2009 14:00:16
For a controller, you seem to have alot of damaging features, damage on saves, extra  damage on elements.

There also seems to be a fair amount of book keeping and randomness that could become troublesome.
#3

ifritus

Nov 22, 2009 14:29:41
book keeping? randomness?

huh... damge dealing features il relook them presently

for purposes: the Affliction path is meant to secondary u to striker.

and the spirit path to leader.

EDIT :
Path of Affliction
Retribution of Resistance: when a bloodied enemy succeeds in saving to end an effect caused you put upon them, they take 1d4 damage

Path of Soul
Ethereal Retribution: each time one enemy attacks you, you gain a +1 cumulative bonus to attack rolls of powers with the Necrotic keyword against that enemy. This bonus is only cumulative against one enemy, hence if a different enemy attacks you, you lose the +1 bonus against the previous attacking enemy, and gain a +1 against the new enemy. Also, you reset the cumulative bonus to 0 when you make an attack against the enemy that attacked you.


the soul path is meant to be just plain controllery.. with a nice specific themed target: SOUL and MIND.


Path of Spirit
Necromantic Vigour: Each time you summon a minion whilst bloodied, you gain temporary hit points equal to 4+ your Charisma modifier. Also, if an ally reduces an enemy to 0 hit points whilst adjacent to either you or a minion; they gain temporary hit points equal to their Constitution modifier + one half your Charisma modifier.
#4

Chameleon-X

Nov 22, 2009 21:06:11
Well, lets take this bit by bit:

Ritual Caster: This is fine.

Path of Affliction

Aura of Decay: The aura is fine, in theory, but you might want to link the damage to an ability score rather than just flat damage. Also, I would suggest having the aura work like a power, rather than something that's always going. If you go that route, you could just cut out the saving throw thing, so it works more like a monster's aura. Also, I would greatly reduce the size of the aura, since an Aura 15 is just WAAAAY overpowered.
 
For an example of what I think would be better:

Aura of Decay - Necromancer Class Feature


Your dark power radiates around you, sapping the life from those who come near.
At-Will (Special) • Shadow, Necrotic, Aura
Free Action Close Burst 2 (close burst 3 at 11th level, close burst 5 at 21st level)
Effect: You generate an aura of decay in the area of the burst. The burst is difficult terrain for your enemies, and lasts until the end of your next turn.  The zone moves when you move, and remains centered on you.
Sustain Minor: The aura persists, and creatures within the aura take necrotic damage equal to 3 + [ability score]. The damage is increased to 5 + [ability score] at 11th level, and 9 + [ability score] at 21st level.
Special: You may only use this power once per round.

Empowered Affliction: I don't think it's really appropriate for a Controller to have an obvious Striker mechanic. If you want it to be striker secondary, I'd suggest either you add the strikery-ness into the actual powers for the class, or give it a class feature which involves movement; something both controllers and strikers can use (an example would be the Seeker's "Shifty" ability). That said, there's nothing particularly OP about it.

Futile Resistance: I would link this to an ability score to keep it from getting outmoded as the character goes up in levels (solo monsters get a flat +5 bonus to saving throws, so this wouldn't even leave a dent). It's a great feature for a controller, though, and the restriction to bloodied targets helps to not only balance it, but also fits the flavor.

Retribution of Resistance: Good feature. Fits the flavor, and excellent for minion killing, if you have a lot of powers that do no damage and inflict save ends conditions.

Path of the Soul


Unyielding Torture: Again, I like the effect, but a -2 penalty would be pointless at paragon, and -3 would be not much better at epic. Compare this to an Orbizard who can get their saving throw penalties down to -16 or better, and this just doesn't seem potent enough.

I would link it to an ability score, which would naturally rise with character level, thus removing the need to add flat bonuses to keep it useful. I would be weary of making it an untyped bonus, however. You might consider making it a Power bonus instead, so it can't be stacked into ridiculousness.

Shackled Soul: A great ability. I see no problem with it.

Ethereal Retribution: This is sort of hard to get much of a benefit out of, since it relies on the actions of your enemy. In theory it would be great to wrack up an attack bonus against a single monster that keeps whacking you, but this isn't much good in a fight with multiple monsters that all want to get at the squishy controller and just take turns whacking him to bounce the bonus around. It would be better against solo monsters, since there's no one else to steal your bonus, but in practice you would need to be camping out and not attacking in order to rack up the bonus.

Overall, this isn't a very useful feature for a controller.


Path of Spirit (how is this different from Soul?)

Prolonged Servitude: Pretty decent feature. Not much to say about it.

Hardened Spirit: Erm... I'm not sure about this. This built seems to be CHA based, so I'm not sure why you would think it needs a Will boost. If anything, a boost to Reflex or Fort would make more sense, depending on your stat bases.

Necromantic Vigor: This is a great ability. I see no problems with it.

Soul Armor

This feature is fine, but I'm not sure why you'd be giving it to a Controller... and why are you pumping Will so much? Anyway, if anything, I'd suggest bumping the bonus up to +3, to bring it even with the other obligatory AC bonus abilities (Swordmage Warding, Armor of Faith, etc.)

Minions

I don't have any problem with this, per say. I'd have to actually see the powers that summon them in order to see if it's balanced or not.
#5

ifritus

Nov 23, 2009 9:54:49
replies: bit by bit...
Note:
Attack stat: Wisdom
Path of Affliction stat: Intelligence
Path of Soul Stat: Constitution
Path of Spirit stat: Charisma

note2: Ive designed the Necro to be Will heavy... as it in a necro's view your most precious thing.. which is why one of the lv2 Utilities is a Stance for +1 Will...
=
Ritual Caster:
This is fine

Yeah.. pity i cnt see a suitable ritual: flavour wise to give em for free
==
Path of Affliction(secondary Striker) 
Aura of Decay.

it kinda shows u how easy it is to turn anything into a striker... but i can see ure point.. if i went down this road.. the Path of Affliction and hence Plaguemancer paragon path would be a rewrite of the Warlock.

So.. yeah the power version you thought is actually quite perfect: thanks!!
===
but alas... i dont want that(warlock rewrite). So yeah... other options strikers get: moving about and hitting easy. Id say the name morely goes towards the hitting easily. and going with the bloodied stuff. howz this:

Empowered Affliction: when you bloody an enemy for the first time during an encounter, you gain a bonus to the hit roll of your next attack with a power with the same keyword as the bloodying attack equal to your Intelligence modifier.
====

Futile resistance and Resitance retribution were one in the same... just diff name: ive shortened it to just plain Retribution and reads thusly:

Retribution: When an enemy succeeds in saving agaisnt a condition caused by you, they take damage equal to your Intelligence modifier.
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Path of Soul(plain controller with a themed target: soul= mostly will targeting powers)

i noticed you tried to put a sneaky the into the name: does it sound better??

Unyielding Torture: huh, laugh if you will, i thought putting in a stat would make it OP. but oh well

new version

Unyieldind Torture: enemies that attemp saves to end effects caused by you, take a penalty to that save equal to your Constitution modifier. this increases to 2+ you Constitution modifier at Paragon tier, and 4+ your Constitution modifier at Epic tier.
======
Shackled Soul: yaay one that doesnt need tweaking!!
=======
Ethereal Retribution: ah
i suppose i should let it stack with multpiples but the tracking would be hideous... hmph.
let's see. oh hahaha. soul attacking whiplash!!

Ethereal Retribution: if you become bloodied for the first time in an encounter, as a result of a melee, ranged or spell attack. The attacking monster takes a penalty to the hit and damage rolls of their next attack equal to your Constitution modifier.

what: cut off spells? or change it to Wisdom as it's related to Will?
========
Path of Spirit(the minion themed one): can u think of a better name, as quite a lot of "spirit" attacks are used with encounter powers (dailys are summons) so there but a "shade" of whats to come.also (secondary leader)

anyhow...
Prolonged Servitude: ahem... i realsied that by imitating the summon rules, my minions last the who encounter.. so

and since this is also the leader one... maybe this!1

new name too: (think of a better one?)

Obey the Master: When one of your summoned minions makes an attack, and it includes one or more of your allies as a target; you may choose to make the attack deal half damage. ongoing damage, effects and penalties are not affected by this

actually not sure bout that one^
=========
Hardened Spirit: as stated... a will heavy class
but, if its iffy, then i could change it to say
"you gain a +1 bonus to either your Reflex or Fortitude defense"
or can i include Will in there?
==========
Soul armor: TBh i put this there cause it seems to be going to a lot of classes atm.
but i suppose i could incorporate something else, as the reisist necroitc is flavour fine!
hm... yeah!!

Soul Armor: You gain resist Necrotic damage that increases per tier. 5/10/15 at heroic/paragon/epic tier respectively. In addition, when you become bloodied you gain a +1 bonus to your AC and Will defense.

kill AC? more resistance? first bloody per encounter for a +3 and +2?
===========
Minions

well. il be nice lv1 daily summon example and the theme for the summons too



Soul of the Loyal Warrior Necromancer Attack 1
The ground explodes as a skeletal figure emerges from below: the soul loyal to the one whom gave it physical form.
Daily * Implement, Shadow, summoning
Standard                                       Action Ranged 5
Effect: you summon a Medium, skeletal warrior in an unoccupied space within range. The warrior has speed 6, and can be given the following order. You may issue that order as part of summoning the creature
Standard Action: melee 1: targets one creature; Wisdom vs. AC, two attacks; 1D10 + Wisdom modifier damage.
Will Effect: if you have issued no orders to the warrior by the end of your turn, it will continue attacking a foe if it is in combat; if not it will take to your side and defend you from attackers with an immediate reaction melee 1: targets one creature, Wisdom vs. Reflex: 1D8+ Wisdom modifier damage and the target is marked.

and while he's there... have  I gave my protector enough to do his job..OP or UP? or perfect

oh yeah,, thats the theme of the summons "Soul  of the....." lv1 gets the loyal warrior and Stalking archer.


I really really appreciate you help in this mate... i would have continued to do theoretical rewriting and not know it!

cheers for ure replies in advance






















#6

Krusk

Nov 23, 2009 12:23:24

The main balancing factor will be how these things interact with one another. That said, here are my notes.


futile resistance - annoying. More die rolls that have to happen every round. Also probably over powered considered people think the wizards orb thing is overpowered

Aura of decay- who does this affect? allies, enemies, anyone, still way too powerful. You can never be hurt by minions

path of spirit- easier way to do that is 1/2 round up.

Minions- I would change the name to avoid confusion with minions, aka 1hp foes.

#7

ifritus

Nov 23, 2009 12:45:14

The main balancing factor will be how these things interact with one another. That said, here are my notes.


futile resistance - annoying. More die rolls that have to happen every round. Also probably over powered considered people think the wizards orb thing is overpowered

Aura of decay- who does this affect? allies, enemies, anyone, still way too powerful. You can never be hurt by minions

path of spirit- easier way to do that is 1/2 round up.

Minions- I would change the name to avoid confusion with minions, aka 1hp foes.





aye... the big picture. Futile resistance is now resistance, and is Int mod damage.

Aura is difficult terrain for Enmies... but everyone get damaged when sustained.

which aspect of PAth of Spirit u talking about...

Minions... okay... how bout Souls cause that first with the name them "soul of the lyal warrior"
etc..

input cool. but i think i need to post a renewed version.. as ppl rd the first one and comment on things already changed.