I got several PMs. Here's one of them. Since the only reason it was private is to avoid dogmatic drivel spammers and the mods that support them, I don't consider posting this correspondence to be an issue, as on more enlightened forums I would have just said it right out anyways.
Amnistar wrote:Uh..what? No. 3.5 required the Core books and an understanding of the rules to break. I mean, in the thread you basically said it yourself. ANYONE can break 3.5 by simply playing the right class. Not so in 4.0.Roy wrote:3.5 generally required some pretty obscure stuff to totally break. After all, if you go doing some weird stuff involving stat shuffling with your familiar, squirrels, and whatever else you expect a weird outcome, and while having that amount to infinite power is a bit much, the point is you will almost certainly not discover this by accident.
Roy wrote:Note I specified totally break. As in just auto win everything, not just be strong. 3.5 requires Pun Pun, wish loops, etc to totally break... not things you're likely to find by accident. 4.0 requires... Mongols.
If we look at just normal breaks... 3.5 breaks with certain builds out of the box, and so does 4.0. So this would be even, except again, 4.0 said it was balanced, therefore the fact it /isn't/ is a stronger point against it.
Roy wrote:4.0 is considerably more fragile, and it shows. Some dude saddles his ass, and gets out a bow and he just wins the game. Maybe he requires an actual horse instead of a donkey, but that's beside the point.
Amnistar wrote:Wait...your idea of breaking the game is to get a horse? OKay so first let's just assume there is no reason to suspect that the character blows 75% of his cash on the mount, which he would normally have to do at level 1 to get a mount...and just go from there.
First, if the character is on a mount, all it takes to even the playing field is to:
a.) give the monsters mounts (arms race perhaps, but a viable solution, and monsters on mounts are actually more powerful than players on mounts, since the monster mounts get to attack as well as the monsters on the mounts)
Roy wrote:Shut down by the fact monsters do not play by the same rules as PCs, and there are definitional differences between your elf archer and the elf archer that you, as a player are not controlling. They can't get a mount.
Amnistar wrote:b.) Kill the mounts. Their defenses are crap compared to an equal level character, and their HP is less as well. AoE attacks would affect both, not really an issue.
Roy wrote:They can't reach you or the mount.
Amnistar wrote:c.) Mounts can only work in areas where mounts are a viable option, i.e. outdoors. The book suggest that a majority of mounts take a -2 penalty to all actions and defenses when they are forced underground or indoors, because of their general dislike of enclosed areas.
Roy wrote:So you either force all encounters into closets, or kiting wins the game. No thanks, I loathe WoW. And if you do do that, it still reflects very poorly on 4.0, as it means another of their so called advantages - mobility (as opposed to standing still trading auto attacks) is now gone.
A few encounters might be indoors, but regardless, as long as there's room to move (a cave is still indoors for example, and is quite big usually) you don't care, because they can't touch you. In any case, you could just not take indoor missions.
Roy wrote:There are a small handful of enemies with any ranged attacks at all. None go past level 16. In the groups of enemies presented, generally only a quarter of them, at most will have any ranged attacks at all. Most of those ranged attacks are completely trivial. Further, they can't keep up with you via moving, because you are faster.
Amnistar wrote:There is an entire subset of enemies that have ranged attacks, artillary, and they exists well past level 16.
Roy wrote:Oh really now?
Roy wrote:So you automatically win 90% of the game by being a horse archer. Maybe 95%. The rest requires you to be a half decent horse archer, as the enemy can actually fight back. Kiting for the win.
Amnistar wrote:Not really a problem as explained above, it's a strategy, and a common one yes, but that doesn't make the game unbalanced.
Roy wrote:Lol, no.
Roy wrote:The ONLY difference between a striker and a defender is an offense/defense slider.
Amnistar wrote:And accuracy...and effects of attacks...so no. You're wrong.
Roy wrote:Accuracy is offense. Regarding effects of attacks, pics or it didn't happen. Everything is either trivial damage, trivial damage + status, or trivial damage + Murder Pinball push/pull effects.
Roy wrote:Similarly, there's no difference at all between leaders and defenders, as both prevent damage. Except the leaders do it better, because 1: Marks do not necessarily force the mob to attack them. 2: If they did, then enemies are focusing attacks on the defender.
Amnistar wrote:Err...no again, wrong. Leaders job is to prevent damage a defenders job is to get fire focused on him. Period.
Roy wrote:You're a funny man. Making the enemy attack the guy who, supposedly has the best defenses prevents damage. Healing... prevents damage. The difference is Leaders actually do their job.
http://www.tgdmb.com/viewtopic.php?p=92 ... nder#92144
This. Read that post. Read the entire thread after. They break down 4.Fail far better than I can.
Roy wrote:You don't want the enemies focusing attacks on anyone for several reasons, the main one being D&D is still very focus fire based. You want the enemies attacking different people, doesn't matter who so that the damage is spread out, and you don't have someone running out of surges early, or actually dying.
Amnistar wrote:Again not quite true. You want the melee attacks focused on the characters that have a higher AC, to mitigate the amount of damage that they cause. Not because the defender can take the damage, but because the attacks are, likely 10-25% less likely to hit the defender.
Roy wrote:Congrats, you've just contradicted one of your earlier points, instead agreeing with me. In any case, if enemies are focusing fire, he's screwed anyways because you can only heal about 25% of your HP at a time. Doesn't matter who they're focusing on, but since everyone has their own pool of healing you want the mobs to be stupid, and spread out.
Roy wrote:Meanwhile leaders prevent it by healing it... and since it doesn't matter who it's falling on they can do their job regardless, whereas the moment an enemy decides to attack someone else there is no longer any point to the defender's existence.
Amnistar wrote:But it does matter who they heal, because they're limited in how much they can heal in any one encounter. They want the damage concentrated in one spot (depending upon which leader you take obviously) because their healing is concentrated to one spot.
Roy wrote:Except then he's taking far more that can be healed, and will go down fast. Oops.
Amnistar wrote:As for the defenders not being attack, they don't fail at that point, their mark takes effect. They either make an attack, cause instant damage, exert battlefield control, or any other number of various possibilities.
Roy wrote:The Paladin mark is an utter joke. The others might be a little better, but regardless the healing effects prevent more damage. Again, check TGD, they do what I do except better.
Roy wrote:The only one that actually does something unique is controller. So you have 1: Lock down enemies. 2: Prevent damage from... wait. That isn't a difference either. Cue Everyone is the Same.
Amnistar wrote:Ignoring the fact that you're simplyfying the basics of combat into various broad subsets, you're wrong again. Leaders job is to buff allies and heal; Defenders job is to attract the attacks, of the bad guys and survive; Strikers job is to cause direct damage; Leaders job is battlefield control.
Roy wrote:*facepaws*
Buff = prevent damage.
Heal = prevent damage.
Battlefield control = prevent damage.
'Attract attacks and survive' = prevent damage.
Meanwhile everyone is flailing away for piddly shit, which technically qualifies as dealing damage.
Thus, everyone is dealing (minor) damage and preventing (minor) damage making the divide artificial and laughable. QED.
Amnistar wrote:Is it possible to gain aspects of another role in yours? Yes. And that is intentional. If you want to you can make any combination that you want, with almost any class (though some don't work as well).
Roy wrote:False. However, the entire Striker type is made of Fail, and the Defender type is inferior to the Leader type (Paladins are weaker than Clerics... why is that a surprise?). This is again, WotC design fail in action.
Roy wrote:Not to mention that offense/defense slider aside, the entire striker type is pretty much useless, because Fighters do more damage. I say only pretty much useless, because Rogues get a few lockdown abilities.
Amnistar wrote:Nope. The strikers have the option to deal more damage than the tank and, in almost every case, have a better accuracy than the tank. Their attacks are focused to non-AC defenses or they get bonuses to their attack rolls, or they get to make multiple attack rolls. Stirkers also gain bonus damage aside from that granted by their weapon, Sneak Attack, Warlock Curse, Ranger's Quarry, etc.
Roy wrote:Fighter. Warlocks are the worst jokes of all by the way, don't use them as a serious example if you want to appear informed.
Roy wrote:Then there's the overall scale. Melee abilities and ranged abilities are anti synergistic. Take for example a ranged ability that slows the enemy. Ok, now they can only move or attack, and not both right? Well, if there's any melee guy there, they're going to engage the enemy. In which case they'd only move or attack ANYWAYS. So the slow does nothing.
Amnistar wrote:Again false. A ranged attack that slows an enemy could be used at the start of combat to lock down one of the tanks to a lumbering move until they save, or it could be used if the fighter needs to retreat a bit to lock down the enemy.
Roy wrote:Or you could take a ranged attacker and continue your kiting. Or even take no one, and not have to stop early to rest because he's using too many of his little surges. Anti synergistic. QED.
Roy wrote:As a result, you should ignore what WotC says and instead hyperspecialize in one niche. All melee, or all ranged. Choose one. There's also hilarity where taking the same class a bunch of times in some cases is better than taking different classes... in other words, the more you actively embrace Everyone is the Same, the better you will do.
Amnistar wrote:And this shows that you likely haven't played this game. I've done that, both ways, party whipe. Without a front line to halt the approach of enemy melee characters, you get locked into melee combat, preventing your ranged attacks. When you go all melee, all it takes is abilities that lock your movement, of which there are many, and you're dead again.
Roy wrote:For ranged: Kiting for the win. For melee: Focus fire spam with RNG destroying bonuses. In short, You're Doing It Wrong.
Roy wrote:And of course, barring kiting, or the RNG breaking stuff like Orbizards you will gradually fall off the RNG with levels... in other words, become progressively less effective against level appropriate enemies as you progress. This forces you to grub around for every little +1. Imagine someone spending an entire day doing nothing but optimizing their character. That's what you need just to be at par in 4.0. Now imagine if, after all that hard work they got some joke build Fighter out of it? You'd laugh, right? Well, that's the sort of returns you get in 4.0. You're expected to put all that effort into it, but the result is so lackluster and uninspiring you really just don't even care. And after having already been through a good deal of the 290 super boring Padded Sumo grindfest combats, you're likely to tell the game off at this point and go play Smash Brothers.
Amnistar wrote:I'm honestly not sure what you mean on this one, but I'll admit my ignorance as I've not played higher level games yet. However, looking at a level 23 lurker, I'll take a shot at the idea. First, it's level 23 so you're party is likely level 22. This means +11 to all attacks. Add in a +5 for your weapon, and let's say a +8 for your ability score and you've got a total of +24 vs defense of, at best, 35. This doesn't, obviously, include proficiency bonuses or bonuses granted by powers or class abilities. So a character would have a 55% chance of hitting with the average attack against this monster. Now against a level 1 lurker, you have a +5 to hit. Period. It's defenses average around 15. So...a 50% chance to hit. You're right, there is a bit of a creep there....but not much.
I've referenced him here, obviously.Roy wrote:Enemy defenses improve 1/level. Your offenses improve 1/2 levels. Include enhancement and stat, and you're still 5 points behind... or -25% everything over the course of the game. So you go from about... 60%, give or take to 35%. Now consider, certain types of mobs get +2 or +5 to stuff... which lowers that another 10 or 25%... Have fun wasting almost every round. But even the normal enemies, 2 times out of 3, you're completely wasting your turn.
Am I Doing It Right?
Edit: Needs more illustrations.

