The acid pool should be completely removed from the game except maybe for flavor in certain areas like alchemists laboratories. It lasts forever and applies a strong debuff. And the debuff doesn't make sense.

Why do I have -2 AC because I'm standing in acid? Are the enemies targeting the bottom of my boots? Of course not.

If Larian absolutely is in love with the idea of Acid Splash dealing -2 AC, that should be treated like this: On in initial attack, target makes a Dex save for no damage and no status. If they fail, they receive the -2 AC Acid debuff, which ends at the end of their next turn. No pool of forever-acid is created. It's a cantrip.


Originally Posted by Limz
You're moving the goal posts, we're now talking about the amount of effort? You know what's actually effortless? Just running up to something and smacking it with melee weapons and giving zero fucks because there are no limitations on rests.


Rest balance is a separate issue. If they change rests to be more restricted, will you go "oh, maybe this is an issue after all"?


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The only reason that was brought up was an example of melee output, since I thought you were actually going to post a discussion and action economy was important here. But you're not, you're here to bitch about ground effects 24/7 and complain about something is being OP yet being unable to prove that it is anything other than competitive.



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Pay attention to the last bit where you say physical weapons are dealing 1d6 or 1d8. That's why you're argument is stupid, you're literally comparing damage over time plus initial hit plus status effect to base weapon damage without modifiers while also factoring in essentially two turns.


Okay, fine, add the modifier 1d8 + 3. Max damage is 11, which is less than 13.5, the average damage of a Firebolt. The maximum damage of a single melee attack is less than the average of a cantrip.

At best, only the last d4 happens on the target's second turn. The additional ticks of damage are triggered by the target moving when they get their first turn after being hit. If they don't jump clear out of the burning surface, they take a third d4 of damage, before they get to act, and if they're still alive at the top of their second turn, they take a fourth d4. From one single cantrip attack.



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Stop defending that point and own up to it. There's actually a better thing to point out AGAINST having environments. Let's also take your stupid example up top where you deliberately run over the surface to take damage, you might as well have just expended all your movement in it to produce the most amount of damage to make a point.


I did run over the surface deliberately, yes. Enemies don't have a disengage jump, so enemies have no choice. I wanted to see what would happen, for purposes of analysis.

I did not spend my entire turn running in circles in the fire.


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All environmental effects like burning, grease, etc. should tick once when entering and once if you end your turn on it. I believe grease doesn't follow this and ticks per set amount of move just like burning ground. I think that's an actual issue over cantrips creating terrain.


I agree and I'm sure I said that already. Perhaps in another thread.



Originally Posted by Eugerome
After testing and shooting 2 Firebolts at the same target on the same turn the target takes 1d6 + 1d6 damage from the Firebolt while the 1d4 is not applied the second time from the second FireBolt.

Similarly with Acid Splash, the AC reduction does not stack.

I do not want these conditions to scale with level and I doubt they will.


That's another valid point. By splitting Firebolt into two parts, it becomes less effective than intended if the target is already burning. The only reason that is not a problem at the moment is because Firebolt is already overturned to do an third 1d4 on impact.

If the Burning damage from the Firebolt does not scale with levels, that is a problem, because the damage was lowered from 1d10 to 1d6 because the 1d4 Burning was added, meaning that the cantrip, intended to be somewhat useful as a last-ditch spell, no longer scales as it was intended. And 1d4 becomes less and less impactful the higher level you go.

Last edited by Stabbey; 13/10/20 12:53 PM. Reason: acid pools