Good evening folks!
We appreciate the breadth of constructive feedback folks are posting up and will consider it closely. We're also working to clarify where questions arise.
One specific item that we'd like to make clear:
We do not intend any combination which allows infinite Body Point healing via combat abilities, at least for PCs (Plot can do whatever they want, and non-combat abilities may get around this in the future). In that vein, we'd like to make 3 clarifications/tweaks to the Paragon Paths (I'll upload an updated spreadsheet with these changes tomorrow):
Assassin:
1. Remove the 2nd level Active Ability.
2. Add the following 1st level Active Ability:
The Assassin may consume any Elixir to make a single melee weapon swing From Behind as though they had applied a Weapon Coating of that type. This ability may be used once per level of Assassin. The Assassin may Meditate to regain all uses of this ability, whether landed or not, though the Elixirs are spent either way.
3. Replace the 5th level Passive Ability regarding Blast Globes and replace it with the following Active Ability:
The Assassin may consume Globes instead of Elixirs for their 1st level Active ability. If a Blast Globe is used, the Assassin adds 10 damage to their weapon swing and changes the Effect to the Element of the Globe.
Spellblade:
Replace the 2nd level Active Ability with the following:
May expend a Slay to use the Spell Qualifier instead of Weapon Qualifier on any basic (using only Weapon Proficiency plus base weapon damage) weapon swings for the next ten minutes. These swings may only be made with the base weapon carrier (i.e. generally Normal or Silver) and not combined with any other auras, spells, or other effects that may change the carrier.
Totemic:
Replace the 2nd level Active Ability with the following:
May expend any per-day Fighting or Rogue Skill to change a single Claw swing with the Enfeeble Carrier. They may choose to also apply the Poison qualifier to this Enfeeble carrier attack at their discretion.
Note that Weapon qualifier attacks can never give a beneficial effect in the existing rules, and this has not changed in 2.0.
Finally, to help provide clarity in a couple of areas, we'll add these clarifications to the Playtest Packet:
Carrier attacks: Any attack with a numeric value is considered a Carrier attack no matter what qualifier it's made with. This means that you won't take the effect unless your armor is at 0 (whether from an earlier attack or the current one).
If a Weapon Coating or equivalent has a base numeric value, that value is used for the swing ignoring all other bonuses or penalties (note that Vorpals explicitly add to damage and do not have a base damage to trigger this rule).
Or, to give another example, let's say I'm a 1st-tier Assassin with a pocketful of Cure Light elixirs. I have 4 Backstabs. My Assassin training has made me powerful enough to consume a Cure Light elixir in my pocket to swing "5 Poison Healing" from behind (once, then I need to meditate), but my Backstabs don't help because it's a "coating" with a set numeric value.
Similarly, if I have a sword with a Potion Coating ritual, I can charge it up with an 8th level Cure Wounds potion (for 40 points), but even if I use a mighty 100 point Slay with it I still only swing "40 Spell Healing" when I trigger it (bummer, probably shouldn't have used that Slay!).
Finally, I'm that same Assassin from before but I've advanced to the 5th tier Assassin ability. My abilities to transmute and consume alchemies has grown so powerful that I can sneak up on someone from behind and let the Flame Blast Globe in my pocket flow up through my arm to channel its power into my enemies, swinging "20 Elemental Flame!" Pretty hot! My Backstabs count for this, since the 5th tier Assassin ability explicitly says that they do (for a Blast Globe only).
Thank you,
Bryan Gregory
ARC Chair