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View Full Version : Change/Add to the Fighter Bonus Feats List



HatsuharuZ
12-25-2012, 05:08 PM
You know those feats that give you +1 to attack rolls with a given weapon type? They should be changed to provide either 5% attack speed bonus that stacks with everything, or possibly .5[W] to damage.

Also, I'd like to see some feats that provide increased healing. Either a regeneration effect that activates out of combat, or increased healing amp.

Munkenmo
12-25-2012, 05:39 PM
whilst i agree that +1 bonuses to attack aren't what they used to be, i don't think this should be changed to a damage bonus, fighters get bonus feats that cover that already (weapon specialisation)

A 5% bonus to hit (the same bonus it used to be) would be a decent enough change for weapon focus feats.

Regarding healing amp. if you want it on a fighter build for it

you could equip 10/20/30% stacking bonuses
you could splash monk to gain 25% with some named bracers whilst in fire stance.
you could make your toon a human for an additional 30% healing amp.
you could go half elf with monk dilettante for an additional 44% healing amp.

if you just want some generic game where all classes are the same, with the same core group of abilities, you should look elsewhere.

CheeseMilk
12-25-2012, 05:43 PM
whilst i agree that +1 bonuses to attack aren't what they used to be, i don't think this should be changed to a damage bonus, fighters get bonus feats that cover that already (weapon specialisation)

A 5% bonus to hit (the same bonus it used to be) would be a decent enough change for weapon focus feats.

This.

Not that to-hit is a really big problem for anyone anymore.

Don't think of it as a sucky feat, think of it as part of a better feat, since it's a pre-requisite for feats like Weapon Specialization etc.

Mastikator
12-25-2012, 05:56 PM
The Weapon Focus and Weapon Specialization feats are somewhat crummy (especially focus), I'd rather see something like a +1 tactical DC on focus (5% to hit bonus is fine), and +.5[W] on specialization.
They're incredibly crummy as is, nobody in their right mind would take them if they weren't pre-reqs.

Munkenmo
12-25-2012, 06:23 PM
I would definately take both weapon specialisation feats. You only need the one weapon focus to qualify for both anyway.

Weapon focus, also fortunately counts as a pre req for power critical, which fortunately is a useful dps feat nowadays too for anyone who can fit it.

upgrading the weapon spec feats doesn't need to happen, they're already good.

The weapon focus feats, suck, no two ways about it, but only a kensai 3 needs to take all 3 focus feats. A kensai 2 gets away with taking greater weapon spec.

HatsuharuZ
12-25-2012, 09:18 PM
if you just want some generic game where all classes are the same, with the same core group of abilities, you should look elsewhere.

Off the top of my head, only humans, half-elves, warforged, monks and HotD paladins get enhancements for healing amp. Furthermore, fighters are melees and would find healing amplification very useful, so I don't understand why you would be against them having it via feats (I would love it if they had it via enhancements), or why you would phrase your disapproval in such a way that can be construed as an insult.

Munkenmo
12-26-2012, 01:53 AM
Off the top of my head, only humans, half-elves, warforged, monks and HotD paladins get enhancements for healing amp. Furthermore, fighters are melees and would find healing amplification very useful, so I don't understand why you would be against them having it via feats (I would love it if they had it via enhancements), or why you would phrase your disapproval in such a way that can be construed as an insult.

This game is better for the available options and their consequences.
You want a fighter that has healing amp, so roll a half elf, or human, and use the gear that's available.
You're in luck too, some of the best item sets for a fighter include options that come with 30% healing amp.

by your logic
rangers, barbarians, rogues, are melees who would also find healing amp very useful, and for all of them, there was a choice at character creation made, that included or ignored racial healing amp.

some of those classes still have healing options though, as they can cast cure spells, or get enough umd for wands/scrolls, some of them don't but do much greater damage.

If you're to give a class that has good damage and alot of feats innate healing amp, you're simply removing a consequence for a choice you made.

oradafu
12-26-2012, 02:03 AM
Off the top of my head, only humans, half-elves, warforged, monks and HotD paladins get enhancements for healing amp.

Technically, WF don't get enhancements for healing amp, but enhancements for reduced healing penalties.

HatsuharuZ
12-26-2012, 10:17 AM
This game is better for the available options and their consequences.
You want a fighter that has healing amp, so roll a half elf, or human, and use the gear that's available.
You're in luck too, some of the best item sets for a fighter include options that come with 30% healing amp.

by your logic
rangers, barbarians, rogues, are melees who would also find healing amp very useful, and for all of them, there was a choice at character creation made, that included or ignored racial healing amp.

some of those classes still have healing options though, as they can cast cure spells, or get enough umd for wands/scrolls, some of them don't but do much greater damage.

If you're to give a class that has good damage and alot of feats innate healing amp, you're simply removing a consequence for a choice you made.

None of them get healing amp as a feat, though, so what logic are you talking about? XD

Wipey
12-26-2012, 11:19 AM
None of them get healing amp as a feat, though, so what logic are you talking about? XD

I choose human on my fighter, 30 human, 10,20,30 on gear, 10 ship, 5 pally, bard's heal scroll hits me for 500, i scroll myself for 250. It's already ridiculous amount.

I could have chosen horc for moar dps, less survivability.


This game is better for the available options and their consequences.

HatsuharuZ
12-26-2012, 03:42 PM
I choose human on my fighter, 30 human, 10,20,30 on gear, 10 ship, 5 pally, bard's heal scroll hits me for 500, i scroll myself for 250. It's already ridiculous amount.

I could have chosen horc for moar dps, less survivability.

Okay, but what if the "Fighter Improved Recovery" feat (working name) didn't stack with items, but increased with character level? That way you could have more flexibility with your gear and AP.

On another note, it would be nice to see a fighter-only feat that increases PRR. One of the wierd things about PRR I've noticed is that it seems fairly useless at lower levels, and only becomes useful at higher levels.

Edit:

New idea!

Second Wind: Requirements 15+ Constitution and 4 fighter levels. Activated. Your constant strenuous physical activity has made your body quicker to recover from injuries. When outside of combat, you may activate a regeneration effect that heals 1 hp every 2 seconds for a duration of 2 x your CON modifier. This effect increases by 1 hp every 5 character levels. This feat may be used twice per rest, with an additional use gained every 6 fighter levels. Note: While it may only be activated outside of combat, S.W.'s regeneration effect continues until the duration runs out or the user dies.

Kinerd
12-28-2012, 03:26 PM
To-hit in general is in a pretty goofy state. Changing the +to-hit to +% is a no brainer, but even then these feats are pretty useless.

What if we had critical hits in the sense of critical successes? So if you exceeded the targets AC by a certain amount, you'd get a certain (surely scaled) amount of bonus damage. This is what the to-hit vs. AC mechanic is meant to simulate, right? How capable we are of hitting a given target or penetrating a given amount of armor. And if I am exceptionally good at hitting this target, surely I would be better at hitting its most vulnerable areas.

Healing amplification is very powerful and as such should be doled out very carefully. A fighter has significant defensive advantages over the monk that can freely spend on amp via PRR and AC, I think it would therefore be a bad idea to create a heal amp option prohibitively weighted towards fighters.

LeoLionxxx
12-30-2012, 12:11 AM
New idea!

Second Wind: Requirements 15+ Constitution and 4 fighter levels. Activated. Your constant strenuous physical activity has made your body quicker to recover from injuries. When outside of combat, you may activate a regeneration effect that heals 1 hp every 2 seconds for a duration of 2 x your CON modifier. This effect increases by 1 hp every 5 character levels. This feat may be used twice per rest, with an additional use gained every 6 fighter levels. Note: While it may only be activated outside of combat, S.W.'s regeneration effect continues until the duration runs out or the user dies.

That's not really a lot/enough to constitute a feat slot.

Lets say i`m lv 20 fighter with 25 CON:

Duration: 2 x (7) = 14 seconds
Heal per use: (5) x (14/2) = 35 HP
Per day: 35 x (5) = 175

At that Level, this level of healing can be optained pretty easily using potions, wands (eternal wand of cure minor wounds :D), and scrolls if you invest a bit in UMD.


Second wind is a nice idea to add though. I suggest back to the drawing board with that one.

Qhualor
12-30-2012, 12:40 AM
if a melee class like Fighter is able to get enhancements or feats with regeneration or some kind of self healing outside of wands/pots/scrolls, you know there will be much ranting for all the other classes to want it too.

the +1 to hit on Fighter should change i think. not just the feats you can take, but the past life feat as well. maybe a change to a reasonable % would be better. +1 to hit is pretty much meaningless now and because of AC changes, its made going for the past life less desirable.

the Fighter class is a tactical class and any changes made should reflect that and stay with the core of the class.

Mastikator
12-30-2012, 04:03 AM
the +1 to hit on Fighter should change i think. not just the feats you can take, but the past life feat as well. maybe a change to a reasonable % would be better. +1 to hit is pretty much meaningless now and because of AC changes, its made going for the past life less desirable.

The Past Life Fighter auto-granted feat also gives a +1 to all tactical DCs, which IMO is the melee equivalent to the past life wizard auto-granted feat, and is imo better than the taken fighter past life feat. Just because the +1 to hit is meaningless doesn't mean the feat itself is, it's really good. I got 3 past life fighter on my main and I don't regret it one bit.

Artos_Fabril
12-30-2012, 04:20 AM
You know those feats that give you +1 to attack rolls with a given weapon type?
What about "ignore 1% dodge" or "Ignore 10 PRR (or 1% physical resistance)"

Qhualor
12-30-2012, 09:34 AM
The Past Life Fighter auto-granted feat also gives a +1 to all tactical DCs, which IMO is the melee equivalent to the past life wizard auto-granted feat, and is imo better than the taken fighter past life feat. Just because the +1 to hit is meaningless doesn't mean the feat itself is, it's really good. I got 3 past life fighter on my main and I don't regret it one bit.

didnt say it was meaningless, i said its less desirable. the past life feat for Fighter is worth getting if you plan on using a lot of tactical dps, like trip, sunder and stunning blow. other than that, its really not that good since you only miss on a 1 now and the +1 to hit isnt needed like it used to be.

FestusHood
12-30-2012, 10:12 AM
How about:

All feats, items,etc. that currently give +1 to hit are changed to +4

All feats,etc............................... that give +2 are changed to +8

etc............................................... .........+4 are changed to +12

How about:

Heal skill gives a heal amp % equal to it's number. Stacks with everything.

Heal amp enhancements are available on all classes that currently have toughness enhancements.

More heal amp gear, available in 5,10,15,20,25,30,35,40% versions. Still stacks with heal skill so sustenance items would add to it.

Take the whole system and make it additive instead of multiplicative.

Stoner81
12-30-2012, 10:36 AM
^ I like these ideas, it would certainly make the Heal skill useful at last and the same thing could be done for repair.

Stoner81.

HatsuharuZ
12-31-2012, 10:45 AM
That's not really a lot/enough to constitute a feat slot.

Lets say i`m lv 20 fighter with 25 CON:

Duration: 2 x (7) = 14 seconds
Heal per use: (5) x (14/2) = 35 HP
Per day: 35 x (5) = 175

At that Level, this level of healing can be optained pretty easily using potions, wands (eternal wand of cure minor wounds :D), and scrolls if you invest a bit in UMD.


Second wind is a nice idea to add though. I suggest back to the drawing board with that one.

Thanks for the feedback :D

Now here is the new and improved version:


Second Wind: Requirements 15+ Constitution and 4 fighter levels. Activated. Your constant strenuous physical activity has made your body quicker to recover from injuries. When outside of combat, you may activate a regeneration effect that heals 1% of your maximum HP rounded up every 2 seconds for a duration of 3 x your CON modifier. This effect increases by 1% every 5 character levels. This feat may be used twice per rest, with an additional use gained every 6 fighter levels.

Note: While it may only be activated outside of combat, S.W.'s regeneration effect continues until the duration runs out or the user dies.

CaptainSpacePony
12-31-2012, 01:22 PM
To-hit in general is in a pretty goofy state. Changing the +to-hit to +% is a no brainer, but even then these feats are pretty useless.

Healing amplification is very powerful and as such should be doled out very carefully. A fighter has significant defensive advantages over the monk that can freely spend on amp via PRR and AC, I think it would therefore be a bad idea to create a heal amp option prohibitively weighted towards fighters.

I agree with Kinerd on the quoted points (+1). Furthermore, it is my opinion that the power of heals should be (from a design perspecive) primarily based on the healer--not the healed. Yes, it is already that way, but as Kinerd points out, amp should be carefully placed.

Regarding Kinerd's discussion of crits, I think the point is good, but mostly academic. The crit system as it stands works well enough and does not need a complete overhaul (like THAC0 got).

aeroplanefly
01-01-2013, 02:18 PM
Having to take two feats that do little (only a +1 bonus) to use a PrE always is a pain, but then, having to choose between perform feat and negotiator for bard virtuoso is a greater pain. Thank turbine for lesser hearts of wood being available at the lottery =)