Originally Posted by 1varangian
The combat problems start with unlimited Long Resting.

They failed at introducing any kind of resource management into the game which skews the D&D classes that have been designed around a limited Long Rest.

It really sucks when you finally reach 11th level as a Wizard, only to find out that Chain Lightning doesn't kill minion level enemiea because their HP has been pumped to 50-60 and above. It feels weak. Martials are still fine because doing 60+ damage per turn and killing an enemy feels powerful.

The whole system for regaining resources is made for tabletop. As a Video game the older rules where you had powers per encounter would work better (if done properly).

Take skills like pommel strike and such moves that are basically easy fighting maneuvers...once per short rest...really? But it had to be done so melee characters have restrictions as not to get too powerful compared to casters.

The issue with shove beeing a bonus action and the way jumnping works is a bigger problem because you can circumvent a lot of skills. Take sleep. Useless because the opponents just run around and shove them awake the next turn and can still attack.

Spells that create a surface are mostly useless since you can just jump out. Ever tried spiky growth? does next to nothing.

It has all been said and ignored and it seems the majority of players has no problem (maybe becaus it feels like divinity) so it will not change i fear.

Talking about damage...having enemies one-hit my 90 HP/AC 22 Paladin is also not really something i want to experience if its not from saomething like a huge monster. This is not a souls game^^

Last edited by UnknownEvil; 12/08/23 11:11 AM.