| Post/Author/DateTime | Post |
|---|---|
| #1DunariaSep 14, 2010 19:09:08 | |
| #2misterarcaneSep 14, 2010 22:18:16 | Powerful surgeless healing... It's kinda overpowered, expensive for lower-level parties, but easily spammable by higher level characters... I'd have to say no to that one myself. |
| #3zeropointSep 15, 2010 13:19:09 | I agree, it's much too powerful so far. With that +10 to hit you won't likely miss, and in fact that is so powerful that a player might buy this ammunition just to use for daily powers, since you can still damage enemies with it. To start I would get rid of the bonus to attack and change it so that you can only get the healing effect while using a ranged basic attack on an ally. Still, surgeless healing is powerful, and at high levels the party can afford to spam these arrows whenever necessary. Yes, a player has to give up an attack action to use them, but think about it. If they give up their attack action to keep an ally alive, that ally is effectively granted an attack action later in the round, so the party's damage output is roughly the same. Except that they are much more durable, making the enemies have to expend more resources to hurt them. And it's always better to have more allies up, splitting the enemies' attention and increasing the chances for OAs etc. Basically I think this level of at-will surgeless healing is simply too good, but if you really want to use it I strongly suggest nixing the attack bonus and changing it to work with basics only. |
| #4zeropointSep 15, 2010 18:09:15 | Well now that you are having the target spend a healing surge, why not let them heal the normal amount? Maybe plus the item's enhancement bonus? My homebrew skills in 4E are pretty nonexistent, so maybe others can make more suggestions. |