Quote Originally Posted by Tilomere View Post
While all the other balancing is going on, it would be a good time to nerf divine might and its divine presence/will analogs to be like divine grace and capped on class levels, and to also nerf barb run speed to be also based on barb levels (say 5% + 0.5% per level).
I actually agree with "nerfing" these abilities (well, not nerfing, but binding them to class), because, frankly, they are and always have been OP for splashes instead of providing needed boosting to the MAIN class that the ability comes from. They also over-reward off-stat builds, which should properly need investment just to COME UP TO strength instead of actually being UNIVERSALLY BETTER than straight strength builds. Hit/damage is THE ONLY THING that strength does (well, and a couple of abilities that lag well behind pretty much every other ability in the game). ALL of the other stats have alternative value. This was done with the whole paladin saving throws thing and I think it overall improved the game dramatically. However, that still leaves the question of what are you going to do about Know the Angles and Deadly Instinct, since they're not tied to any class? I'd honestly say move them up to T5 in those trees (even though my main arti uses KTA . . . I can live without it and get a few points back better spent elsewhere.) They're AT LEAST as powerful as other T5 abilities--more so, in fact, they're often the only abilities that you invest in Falconry or Harper to GET.

They should also boost the Stunning Blow (and maybe also Trip) feat DC to include your class levels in all "melee" classes, so, Barbarian, Fighter, Monk, and Paladin. That would bring at least a little more tactical access to those classes.