Does anyone know the general time frame before they put out the survey for a UA set? I missed out on feedback for the last one because I wasn't paying attention and would like to not repeat that.
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Does anyone know the general time frame before they put out the survey for a UA set? I missed out on feedback for the last one because I wasn't paying attention and would like to not repeat that.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
For the brute: I did the math! Here are the results: -I calculated damage for levels 5,10,15 and 20 -No feats (unless mentioned) -18 STR/DEX at lvl 5 and 20 beyond (24 STR for barbarian lvl 20) -AC 17/18/19/20 for lvl 5/10/15/20 -The barbarian is always ragins and is always using reckless attack -No barbarian path features are used unless mentioned -Barbarian weapon is 2D6 for lvls 5 and 10 and 1D12 for lvls 15 and 20 -Fighter weapons tested are: 2x1D8 (with offhand attack), 2D6 (I let GWF reroll the 1&2's of the extra brute die) and 1D12 (h.crossbow, ranged, crossbow expert feat assumed)
Results: -For the brute: Two weapon fighting (3/3/4/5 1D8 attacks) wins vs other brutes, except at lvl 20 (and with a small margin at lvl 15) -For the brute: Great weapon fighting (2/2/3/4 2D6 attacks, reroll 1&2) wins with a very slim margin vs Archery (2/2/3/4 1D12 attacks, +2 To hit) and beats Two weapon fighting at lvl 20) -For the barbarian: without path features the barbarian's DPR is higher at lvls 5&10, but lower at lvl's 15 & 20 (the fighter overtakes the barbarian at lvl 11, with the extra attack) -For the barbarian: assuming a berserker with an extra attack (frenzy): the barbarian deals more damage at all lvls, but only by a small amount at lvl 20. (Retaliation is not calculated)
So I don't think the brute is that overpowered. My main issue is that RAW it works with a ranged attack like a crossbow.
I agree. 4d10 extra is anything but "bonkers", at the levels where you can do this, casters can do that damage at range with a cantrip as a bonus action.
Battle master has limited uses of their special dice, yes, but these can be used to do MANY things, like make themselves more accurate or allow your rogue a sneak attack on the fighters turn (10d6 at level 20, anyone?). Heck, I've single handedly burned through all of a big-bads legendary resistances in one round by spamming maneuvers and using Action surge. Level 10.
Brute is only OP when you look at raw numbers. It loses almost all utility with the exception of self-preservation when you take into account actual situations.
(Though, I agree, it shouldn't be ALL weapons. You shouldn't be able to get your extra dice with ranged weapons. What's brutal about drawing a bow or shooting a crossbow?)
Been playing as a Brute for a year now, at level 7, and I think the Brute is quite balanced; it does the Champion's job, but better, more reliably and I think was created to replace the Champion. It fits the thematic quite well; The fighter does what it was meant to do, fight things! It's amazing in combat, but struggles in social interactions and exploring, which is what the Fighter is intended for.
The Brute damage is fine, considering there are other spells and features that increase other classes' damage output like Hex, Hunter's Mark, Smite, etc. It's not stepping on the Barbarian's toes, because the Barbarian is SUPPOSED to be the tank.
Brutish Durability is fine as well, since the Paladin get an Aura scaled with their charisma modifier, and the Monk gets an ability that makes them proficient with all saving throws.
Devastating Critical makes it so that critical attacks have more of an impact, and feel like an actual critical hit, rather than rolling the damage twice, and just yield minimum damage.
If you ever wanted to play a character like Gutts from Berserk, the Brute fills that role perfectly.
Overall, the only thing that I would consider changing is have the Brute Damage restricted to STR based weapons.
Does anyone know the general time frame before they put out the survey for a UA set? I missed out on feedback for the last one because I wasn't paying attention and would like to not repeat that.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Woo!
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
The School of Invention should have a way to alter the requirements or results of spells.
I agree. 4d10 extra is anything but "bonkers", at the levels where you can do this, casters can do that damage at range with a cantrip as a bonus action.
Battle master has limited uses of their special dice, yes, but these can be used to do MANY things, like make themselves more accurate or allow your rogue a sneak attack on the fighters turn (10d6 at level 20, anyone?). Heck, I've single handedly burned through all of a big-bads legendary resistances in one round by spamming maneuvers and using Action surge. Level 10.
Brute is only OP when you look at raw numbers. It loses almost all utility with the exception of self-preservation when you take into account actual situations.
(Though, I agree, it shouldn't be ALL weapons. You shouldn't be able to get your extra dice with ranged weapons. What's brutal about drawing a bow or shooting a crossbow?)
Been playing as a Brute for a year now, at level 7, and I think the Brute is quite balanced; it does the Champion's job, but better, more reliably and I think was created to replace the Champion. It fits the thematic quite well; The fighter does what it was meant to do, fight things! It's amazing in combat, but struggles in social interactions and exploring, which is what the Fighter is intended for.
The Brute damage is fine, considering there are other spells and features that increase other classes' damage output like Hex, Hunter's Mark, Smite, etc. It's not stepping on the Barbarian's toes, because the Barbarian is SUPPOSED to be the tank.
Brutish Durability is fine as well, since the Paladin get an Aura scaled with their charisma modifier, and the Monk gets an ability that makes them proficient with all saving throws.
Devastating Critical makes it so that critical attacks have more of an impact, and feel like an actual critical hit, rather than rolling the damage twice, and just yield minimum damage.
If you ever wanted to play a character like Gutts from Berserk, the Brute fills that role perfectly.
Overall, the only thing that I would consider changing is have the Brute Damage restricted to STR based weapons.