We continue our analysis of new bard options in Arcane Power. I'm still experimenting a bit with the format, and today we will have the rest of bard encounter powers, both Paragon and Epic. These seem to be a lot more polished than their Heroic counterparts, and I only see a few of them as needing fixes, so rather than having a dedicated houserule section at the end, I'll just add the suggested changes at the end of each power that needs it.
Couplet of Deceptive Weakness Encounter 13
Power: *** - Fun: ***
You're granting an ally a move and an attack - almost a whole turn - in addition to your own attack, which didn't even cost a standard action! I would have called it uterly broken without blinking a few levels ago, even on a daily, but we're at paragon tier and playing a different game now. Of course it's on the powerful side of the curve but, as we will soon see, there is fierce competition for this power slot.
I also need to mention that this attack opens up lots of cool plays, and shows my favourite aspect of the leader role. Heals and buffs are fine, but nothing screams 'leader' like making your guys move here and do this at the right time.
Enduring Struggle Encounter 13
Power: *** - Fun: ***
Deal a lot of damage, then heal your whole party for a small amount without charging any healing surges - looks like a great deal to me. You do have to be a little careful with positioning to maximize this healing, and I'm completely fine with that - you just need to think a bit before using it, and the area is large enough to easily fit the whole team.
Insult of Passivity Encounter 13
Power: *** - Fun: *** (outstanding!)
Wow! You rarely see encounter power effects lasting for more than a turn, and for good reasons. Though I am against arbitrary exceptions to this rule by principle, this power is a small piece of art. The upkeep has the hefty restriction of not attacking the target, and the resulting daze condition is crippling without completely removing a character from battle. Getting this to last becomes its own minigame - profitable, yet not that easy to achieve.
Sharp Retort Encounter 13
Power: *** - Fun: ***
We are on a roll here, as this is yet another superb power. Unlike the rest, this one is heavily conditional attack that you can't just expect to work in a party that doesn't specifically support it. You'll need a lot of strong 'save ends' effects, but the reward is well worth it: a 'free' attack and a failed save.
I recognize they aren't so easy to make, and they have the risk of backfiring in the hands of non-optimizing players, but I'd really like to see more 'combination' powers like this one. They make character building even more interesting, with the possibility of great synergy between party members.
Slippery Feet Encounter 13
Power: ** - Fun: ***
After some truly devastating attacks, we get to one that is merely good, power-wise. It more than makes up for it by perfectly matching flavor, game mechanics and fun: your target behaves exactly like you would expect from someone with slippery feet, and you are encouraged to play with him for a turn, hitting him again and again to see him move out of control. A power that should see play out of sheer coolness, despite the lack in raw power.
Balance of Fortune Encounter 17
Power: ** - Fun: ***
Now, this is exactly what I expect from a luck-flavored prescient power: A way to temporarily screw both the target's offense and defense. Also, rolling to modify the result feels a lot more appropiate than applying static modifiers, even if on average it will end up the same.
If only lower level prescient powers had been designed like this...
Inescapable Fate Encounter 17
Power: ** - Fun: **
This is Cruel Fate, take two. Unlike its predecessor, it doesn't suck. The rider is acceptable when applied to all atacks for a turn, and the damage on this one is actually decent. Nothing amazing, but definitely playable.
Resounding War Cry Encounter 17
Power: *** - Fun: *** (great!)
Strings of Fate Encounter 17
Power: ** - Fun: ***
A relatively straightforward power, this attack is accurate, can target up to three enemies without effort, and lowers their defenses. You will want more weapon users than implement wielders in your party to make the most of it.
This may not be as potent as it seems, in that a defense reduction is usually only needed in one enemy at a time - the one you focus on and kill, before switching to the next. Still, it makes a good opener: its very likely that one of the targets gets the debuff, and your allies can start attacking that one.
Turning the Tide Encounter 17
Power: *** - Fun: ***
Chant of Bad Fortune Encounter 23
Power: *** - Fun: ***
Mind Game Encounter 23
Power: * - Fun: **
No, forget about that - it's absolutely underpowered for an epic power. Let's make a little experiment. Imagine for a moment that the same power was listed as level 1 - it actually fits well! We should do something about that.
My fix: Increase damage to 4d8 + Cha, and add "The target grants combat advantage to your allies, and takes a -2 penalty to attack rolls against them".
My Fix: Change the bonus/penalty with Virtue of Prescience to "1 + half your Wisdom modifier". A modifier of 4 or 5 points is still quite strong, but nowhere as ridiculous as the +-9 you could easily get before.
Sound Strike Encounter 23
Power: ** - Fun: ***
Since the difference between non-AC defenses is usually small, the most likely results when using this power are either to hit without a damage bonus, or to get the full extra 3d10 - just something to take into account.
Binding Rhyme Encounter 27
Power: ** - Fun: ***
A fun, game changing power. I want more of these!
My fix: This has an awesome name for a Concerted Effort-like effect, and is weak enough that you can just add that to the hit line: "At the end of each ally's turn, if that ally has hit the target increase thie bonus granted by 1".
Pounding Rhythm Encounter 27
Power: *** - Fun: ***
Second Chances Encounter 27
Power: ** - Fun: ***
No comments:
Post a Comment