>muh wizard should be stronger
>4e is trash
>lies
oh man, youre just trying to bait me into insulting you.
Casterfags are the most insufferable people that were spawned by the third edition craze.
you literaly want all the toys to play with and be overpowered, but if someone else has something its unimmersive.
Wrong
1 - On 3.5e, arcane casters are weaker than divine in every aspect
2 - Is not i who is saying that 4e is trash. The edition who made D&D lost the "most played tabletop game" spotlight to Pathfinder made it by a reason.
3 - Mention one lie
4 - 2e was far better for casters at higher levels. Enemies and players tends to have way less HP and PCs too past lv 10. Divine casters tends to be way weaker on his offensive magic.
5 - What is the problem of wanting to use magic in a high fantasy game? What is the next? You will complain because people use firearms on a cyperpunk game instead of knifes?
I an not against giving powerful supernatural abilities from other classes, like making a high level berserk feel like Guts raging with Berserker armor on the manga. I an against making the entire game fell like a P&P wow clone / boring busywork.
I agree with the idea that spells and weapons should have the PNP range in a game based in D&D, but I do not think it´s going to happen. Mainly because the higher range means bigger maps to create and more space between encounters so in a videogame (even more in an MP game that you have to handle 4 players) is counterproductive, generally speaking.
You don't need to create bigger maps. If i can't hit a enemy because i can't see him is OK. If i can't hit him because my warbow has the same range of a NERF toy run, then is a problem...
You do realize that in 5e Arcane casters can in fact wear armour, there is no arcane spell failure chance caused by Armour in 5e.
So while Wizards and Sorcerers aren't profient in armour, they can aquire it various ways. And Warlocks and Bards start with light armour prof.
And Eldritch Knight Fighters can wear heavy armour right away.
And really only Wizards and those with the Ritual Caster (divine or arcane) feat need scrolls. There really isn't inheriant mechanical difference between Arcane and Divine magic, like alignment its just mostly fluff now.
Yep. But he claim that Arcanists are OP on 3.5e and spoiler : They are not. Even on CRPG adaptations. Clerics on NWN1 for eg, has Implosion, a OHK attack on failed save that affects AOE and bypass death magic immunity. Far better than wail of the banshee.
[quote=Xvim][quote=SorcererVictor]I was re watching the gameplay demo and the few ranged weapons/spells that the guy used seems to be very nerfed in range...
5e spells and bows already got ludicrous nerfs compared to 3.5e. A fireball on 3.5e has 400 feet + 40 feet / caster level or 1200 feet at lv 20. 5e nerfed it to 150 feet or 45 meter. Why nerf spell range even more? On pathfinder kingmaker due the range nerf, is hard ot not kill your own party with Horrid Wilting
And 5e has some metamagics that can increase spell range.
I can understand nerfing ranges to an extent. You would have massive benefits in many combats because you would be triggering the fights and it makes melee pretty useless. Take Eldritch Blast for example, it can get up to a range of 600 feet in 5e (Eldritch Spear to bring it to 300 feet + Spell Sniper doubles range). Generally speaking, terrain would not allow you to always benefit from this (be it due to city or forests) but there are times.
My concern is not "will they have nerfed range," but more "how much to nerf that range." It looked like all ranges were 18 meters (54 feet). That's a single round for melee to close the gap and it also takes some of the strength from certain spells away.
Melee having disadvantage at greater range makes perfectly sense.
I HATE when weapons like longbow has nerf toy ranges.
ToEE did it right. I can hit enemies very far way with fireballs.
And as i've said, this is a OPTIONAL thing. IF you wanna archers unable to hit your fighter at 14m, don't play with this option. Have fun with useless ranged classes. Not only archers. Sorcerers/Wizards/Warlock already only start to shine at lv 6+ and the lv cap will gonna be 10. Once you finally get your fireball, you will only be able to hit enemies at CQB(Where the spell is useless and often deal a lot of collateral damage)
I really miss spells like Armageddon on M&M VI who has his range and affected area = the entire map, including NPC's and your party.
A 1996 has better archery than 99% of modern games.
You are sort of right as far as the power level of casters, but not quite. Their damage is not really insignificant at low levels due to buffed Cantrips. Particularly Warlocks doing 1d10+Cha Force + 1d6 Necrotic (Hex) damage with Eldritch Blast at level 2.
D10 + CHA damage is not that different than a heavy crossbow.
But you are right. Cantrips on 5e are better than ever. But if the enemy can close the gap in one round, your cantrips will gonna be useless. With this NERF toy range, everyone will be pact of blade warlocks...