I'm trying to figure out the build level of this Swiss Army knife you seem to be thinking of.
It's pretty high. Somewhere in the "They should probably be competent at what they do," range.
The Earth Templar swinging 10s in your problem world is certainly not the most dangerous person on the field. They probably do have the ability to drop a lot of influence in a fight if they need to (probably in the form of CC, not damage). But that leverage is far from endless. At some point, they're going to start saying, "Hey...hey guys? I'm about to run dry here. Maybe you can help?"
Oh, and they may send the adventuring community a bill for the coin that just got flushed.
The cheese cannot stand alone mate. They can *fill* every role, but in any encounter they can't *be* every role. And any class that wants to can build themselves so horribly inefficiently so as to be able to do the same.
I mean, seriously, you're harping on the fact that someone spent *24 build* just to be able to throw money at a problem!
Alchemy's got some great tricks, but those tricks are disposable production tricks. Those build-points can get you some leverage in circumstances, but there are other circumstances where they're absolutely useless, such as when you're out of money.
I think only Inaryn brought up the build cost. I can't keep track of who's arguing with who and about what. I remember saying that earth templars with alchemy can fill lots of combat roles. As far as I know, everyone agreed.Are we seriously arguing here about how Alchemy is...what...too cheap for E. Templars?
No I think Jim's point is that is it still creating a gap between high level and low level instead of lessening the gap. I don't think it's too cheap at all
A 4-column, 5 prof, polearm wielding (to swing 10), Earth templar with 3 Alchemy is 283 build minimum under the new rules. That is without formal or any supplemental fighter skills (Parry, Shatter, etc.), but with R/W, FA, HA, HL, and Polearm. I don't really see that as a problem, personally, because at high enough level there are many options for different ways of playing and a jack-of-all-trades should be viable given enough build. Getting up there will be challenging, but that is what makes the payoff at the end acceptable in my opinion.
Well cmon here. Let's get realistic please. Just because any class CAN doesn't mean it's valid for the discussion. We are not dealing with infinite build.
Anyone can have alchemy, so I don't know why they took maybe the best skill in the game and made it better. The say they want to reduce the gap between newer and older players. Alchemy makes the gap way bigger since many older players have more gas tags than they can fit on a tag ring.
If the new rules are supposed to make having a bunch of different character classes necessary, than the earth templar with alchemy is a problem, partly because of the blast gas addition.
But in chapters where there's a lot of wealthy high level PCs who have huge stockpiles of alchemy, it's a different story.
The only reference to gap closing that was provided in the playtest packet was regarding the constant and limitless sources of damage generated specifically by Weapon Proficiencies and Backstabs. This statement can be found in section 5.3 of the playtest document. As far as I am aware, and I would appreciate it if you could please post a link if you have found otherwise, there are no other statements regarding gap reduction.
In the "Questions on Intent" thread, the ARC has stated that:
"More than anything, though, we want to make sure that teams are rewarded for including a variety of characters."
Please note that they did not say "necessary", they said "rewarded". Their intention, specifically to questions asked regarding the removal of Expanded Enchantment, was that items not make classes worthless. While Alchemy is particularly versatile, it unfortunately does not offer sufficient utility so as to make any classes worthless. The point of hybrid classes, such as Templars, is to have access to a more diverse pool of resources than their pure-classed counterparts. Combining the inherent flexibility of the class, along with the support of Alchemy, does indeed allow them to assist in tackling a great many obstacles. Unfortunately this wider range of capability prevents them from being able to do any one of the many things that in their arsenal quite as well as a class that is dedicated to that particular skill. So while they may be able to demonstrate a competitive performance in a similar role for a time, they cannot necessarily do so for the same duration or to the same degree as the focused character. Hence, the other class is not rendered worthless, and retains the title of superior performance in its chosen field.
A pure classed Fighter with Alchemy can deal more weapon damage than and throw the same gasses as any build equivalent Templar. A pure classed Earth Scholar with Alchemy has more spells than and can throw the same gasses as any build equivalent Templar. The concerns regarding flexibility you raise seem to be more regarding a perceived skillset superiority particular to Earth Templars than an issue with Alchemy, or more specifically in your reference the newly added Blast Globes. In particular to the Blast Globes, the ARC had these comments, found in 6.1 in the playtest document. Please note the bold and underlined text.
"Cause <X> Damage has been removed, replaced with Blast Globes giving Alchemists some (very limited) utility against non-Poisonable targets."
Also, it occurs to me that we've derailed this thread.
Right so they make profs and backstabs more expensive: "This helps close some of the gap between high-level players and low-level players...." Then they increase the gap in other ways. I don't get it.
I'm glad you posted that thing that ARC wants more than anything - to reward teams for including a variety of characters. I'm not sure that the addition of blast globes rewards teams for including a variety of characters. I see how teams are rewarded for bringing alchemists.
Fighters and scholars also benefit from alchemy. Of course. Every character with money benefits from alchemy. With blast globes a fighter could be a melee tank who can throw elemental damage as if he was a celestial scholar with 450 build worth of wand damage.
And putting something in bold doesn't actually limit the number of blast globes that people can buy, craft, or goblin stamp. In addition, if players can turn in their alchemy tags that are going away for the new alchemical goodies, the game might be flooded with blast globes pretty quickly.
Now none of this is to argue that we shouldn't have blast globes. I think blast globes (and earth templars who can do it all) are fine. I think it's fine if there is a big gap between low level players and high level players.
I just don't see any logic with making profs more expensive to reduce the gap while introducing meditate and blast gas to increase the gap. So let's not turn this into an argument about blast gas. When people say it's cool if high level players want to throw money to win a combat encounter, sure, cool.
I'd rather focus on how the new rule system seems to be a solution in search of a problem. What performance problems do we want the new system to solve? Because nerfing high level prof damage while increasing high level spell and alchemy damage doesn't make sense to me.
No I think Jim's point is that is it still creating a gap between high level and low level instead of lessening the gap. I don't think it's too cheap at all
The rules I read had this: "This helps close some of the gap between high-level players and low-level players..." This was in the section on profs, but I didn't see anything about the only gap ARC cares about being the gap between people who have lots of profs / backstabs and people who have only a few. Maybe ARC only cares about profs and backstabs. If so, I would like to know why. Are 15 build scholars having a blast in combat with their 7 spells while 15 build fighters cry and never return to the game?The gap being referred to in the playtest document is specifically the gap in passive damage output between high level players who have purchased extensive numbers of Weapon Proficiencies and Backstabs, and those who have not. No other "gap" has been stated or defined by ARC. No other "gap" has been mentioned, referenced, acknowledged or disavowed. As such, it only stands to note that you must be speaking of a "gap" that you, yourself, perceive. To better assist others in understanding your viewpoint, would you kindly detail exactly what you perceive that "gap" to be, and what factors you feel contribute to its existence and why? As a separate item, purchasing the Alchemy skill can be done at relatively low levels. The tags required to utilize it can be acquired through loot, without the need for build expenditure. As a result, the ability to use Alchemy is by no means a high level versus low level issue that results through build expenditure or comparative level.
I'm not sure I misread anything. Just because someone wrote down very limited, doesn't actually make it very limited. 10 damage doesn't seem insignificant to me, especially if I have 50 orange packets on me.The only item that was put in bold was the one stating that the ARC regarded the addition of Blast Globes as "very limited utility". It served to highlight that from a designer standpoint, not even the ARC considered Blast Globes to be a significant addition to the Alchemist's Arsenal. I am unsure how you misread this and arrived at that somehow being an indicator of quantity, as opposed to quality.
You might want to quote this one in context. I said, "If the new rules are supposed to make having a bunch of different character classes necessary, than the earth templar with alchemy is a problem, partly because of the blast gas addition." Notice that this is a conditional statement. If we want one build to handle every combat role, then there's no problem. I don't know what people want from the rules, but a few people have said that making each class necessary was not one of the goals. That's fine with me.Earlier you had referred to Earth Templars with Alchemy (particularly Blast Globes) as "a problem". Now you are saying that both things are fine. For the sake of those reviewing these discussions, would you please be so kind as to clarify your stance? It feels like there are a lot of broad assumptions being made, and the relevant data to support them appears to be lacking.
Where did ARC describe any gap? I thought they meant that low level players had different combat power than high level players. I don't see why only profs and backstabs would contribute to the different capabilities of low and high level players to get stuff done in combat.As mentioned earlier, the only "gap" described by ARC is the numeric gap in passive damage that results from heavy levels of build investment in Weapon Proficiencies and Backstabs. Any other "gaps" being discussed at this point are ones you alone have referred to, but have not yet defined or clarified. For the sake of those reading these discussions, it would be appreciated if you could do so at this time.
Yes, I made an error with mediate in the character build thread. I admitted the error in the other thread. Is reading the rules packet "a number of times" my punishment for the error? I got wand damage wrong too. Do you want to punish me for that as well?Further, you are attempting to compare changes to a martial ability, a scholarly skill to regain lost spells, and a production skill as though they were all somehow relatable and equally weighted. Additionally, your sample scholar in the character builder thread only had a single purchase of Meditate, however you were commenting on how that ability would make you "the DPS champ" because you could throw your Dragon's Breaths more freely. Unfortunately, a single purchase of Meditate only recovers 1st through 3rd level spells. This was also discussed with you elsewhere earlier. It may be prudent at this point to go back and thoroughly review the playtest packet a number of times, before inadvertently providing further incorrect information to those readers who may not have yet had the opportunity to read the packet themselves.
High level spell damage has not changed. A 9th level Evocation spell deals 45 damage in both 1.3 and in the playtest. Meditate does not provide additional maximum damage potential, it simply recovers missed spells. Alchemy damage has not changed, as Blast Globes deal the same damage as Cause Serious Damage Globes, which also happened to ignore armor.
James,
What I am trying to do is keep things on track. I am trying to ask questions when things are unclear or going astray, such as when you created a thread to talk about character class roles, but only populated it initially with statements on Celestial Scholars being "the DPS champs". I asked a number of times if you wouldn't mind defining the roles you were referring to in a thread called "character class roles with the new rules", but nothing was provided.