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Originally Posted by
Cordovan
Please preview the melee survivability changes on Lamannia, and get us your feedback based on your actual on-Lamannia experience if you can. Thanks!
There is a lot to changing healing to touch range only, more than one might think based upon past experience with the unveiling of Pale Masters long ago.
Hopefully, reduction to touch ranged does not affect facing properties otherwise the situation is far worse.
Most players do not take the Mobile Spellcasting feat:
"Mobile Spellcasting
Passive
A character, when casting, will normally move at half speed. This feat allows a character to move at normal speed while casting.
Combat Casting, Dexterity 13,
Ability to cast 2nd level spells
Level 3: Artificer, Cleric, Druid, Wizard
Level 4: Bard, Favored Soul, Sorcerer
Level 7: Paladin, Ranger "
simply because it cost too many feats for most builds to consider.
Quicken often replaces said feat, however Quicken does not remove the movement penalty.
Add to that, that a large portion of the population simply moves significantly faster than the typical cleric via class feats, boosts, and enhancements, making it difficult to chase down allies intent on their own agendas.
Also add to that, that if a spell is begun while the target is within range, but completed while the target is out of range, said spell will cost spell points and go on cooldown.
Perhaps the Devs are simply seeking to prevent any spell caster from activating this feat?
If so, there is a very simple way to do thus:
"One cannot activate said new Epic Fighting HP feat if one has acquired the Magical Training feat."
"Magical Training
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Magical Training
Usage: Passive
Prerequisite: none
Description
Magical training increases maximum spell points by 80. It also applies Echoes of Power if the caster drops below 12 spell points. Characters with this feat are considered proficient with orbs.
As of Update 17, this feat is now a trainable feat.
As of Update 19, this feat also grants +5% chance to Spell Critical.
Magical Training is automatically granted the first time that a character gains a level in any of the following classes: Artificer, Cleric, Druid, Favored Soul, Sorcerer, Warlock or Wizard. It can only be taken once however, so it is not advisable to take this feat if you plan to add any levels of these classes at a later time.
Few classes can access this feat via enhancements:
Bard - third rank of Magical Studies from Spellsinger enhancements
Ranger - third rank of Energy of the Wild from Arcane Archer enhancements
Aasimar - tier four Celestial Tutelage from Aasimar enhancements
BUG: Currently Magical Training does not list Warlocks although they are auto-granted this feat at 1st level."
This locks out spellcasters entirely from using said feat including hybrid melee caster types, if that is the Devs true intention, without harming the ability for melee toons to employ TEAMWORK which is a traditional part of D&D lore.
Also it is very curious that the Devs are counting feats (with a limit of five) for this HP bonus, although I could understand thus.
A typical melee interested in DPS will automatically purchase a melee feat line up along with one or more Perfect Weapon feats.
Since this activates in Epic Levels, it actually encourages players to take certain unnecessary feats (thereby gimping their build) in order to bypass an effective level gate.
For example, a typical melee player will obtain three combat feats by level 21, perhaps SWF, ISWF, GSWF which gains three fifths of the hp tiers. A smart player might actually take two more fighting feats such as THF & ITHF simply to gain the other two fifths of the HP bonus. Said dummy feats would be swapped out at level 26 and 28 when one gains PSWF and PTWF.
So, there is a flaw in this format which is easily exploited.
It might be much better to simply level gate the HP bonuses instead of making feat requirements.
I have brought up earlier that excluding tanks from this bonus is decreasing role/class distinction which is a important lore aspect of D&D. If said bonuses help tanks too much, suggest reducing the entire bonus.
Suggest changing to thus:
Epic Defensive Fighting
Your hero has learned to enter a reactive state, protecting themselves in the chaos of battle by rolling with the punches, but this hampers their ability to engage ranged threats.
- New Epic Feat
- Auto granted at level 21
- Toggled Ability
- While Toggle is active:
- 15% Untyped Bonus to max hit points, with an additional 5% gained at both level 26 and 28
- Reduces your Doubleshot and Ranged Power to 0 while active.
- Exclusive from Range stances (Improved Precise Shot, Archers Focus, Shiradi stances, Warlock Blast stances.)
- Remains active while dead
- Can be used with other defensive/offensive stances & Rage
- Cannot be activated if one has the Magical Training feat