I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
well, it's a playtest so expect a few errors. for instance, surely the intent was for the warlock to be able to cast rituals. why else gain rituals?
and since you're volunteering to playtest, perhaps you don't want to playtest everything all at once? maybe playtest half-caster but retain the short rests, if that's too bold for you. at least you'll have some feedback then instead of no feedback at all. just a thought. obviously something to discuss also with the DM.
Rollback Post to RevisionRollBack
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
Just because one person's CURRENT character loses out doesn't mean the overall design is not better. My current fiendlock loses out too. I multiclassed to get some additional access to low level spell slots for utility's sake, and with the new warlock that's completely un-necessary. That delays my warlock features, including my mystic arcanum, so really, I have no sympathy for a lost cantrip.
Just because my currently designed, built and in play warlock is going to be hurt by the changes, doesn't mean that the changes aren't a positive for the class.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Just because one person's CURRENT character loses out doesn't mean the overall design is not better. My current fiendlock loses out too. I multiclassed to get some additional access to low level spell slots for utility's sake, and with the new warlock that's completely un-necessary. That delays my warlock features, including my mystic arcanum, so really, I have no sympathy for a lost cantrip.
Just because my currently designed, built and in play warlock is going to be hurt by the changes, doesn't mean that the changes aren't a positive for the class.
Even if its just a coincidence the end result is its not good for his build or for the class.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
well, it's a playtest so expect a few errors. for instance, surely the intent was for the warlock to be able to cast rituals. why else gain rituals?
and since you're volunteering to playtest, perhaps you don't want to playtest everything all at once? maybe playtest half-caster but retain the short rests, if that's too bold for you. at least you'll have some feedback then instead of no feedback at all. just a thought. obviously something to discuss also with the DM.
Just a late throw in, but yes the rules glossary changed how the ritual tag worked. NO ONE has ritual casting as a feature any more instead if the spell has the ritual tag and you know that spell you can cast that spell as a ritual.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
Yes but with their limited known list its a crap feature for them where as before they could learn every ritual.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
Yes but with their limited known list its a crap feature for them where as before they could learn every ritual.
Once again, should be noted, that you can change your 2 rituals every time you cast the spell and the spell is a cantrip. So you have every 1st level ritual at your finger tips without having to spend a single gold piece and right at level 1 rather than having to wait till level 3. Also because you get EB for free and they didn't lower your number of cantrips known you technically don't lose a cantrip either as long as you were taking EB before, so lost an option for EB which probably should have been taken anyway.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
Yes but with their limited known list its a crap feature for them where as before they could learn every ritual.
Once again, should be noted, that you can change your 2 rituals every time you cast the spell and the spell is a cantrip. So you have every 1st level ritual at your finger tips without having to spend a single gold piece and right at level 1 rather than having to wait till level 3. Also because you get EB for free and they didn't lower your number of cantrips known you technically don't lose a cantrip either as long as you were taking EB before, so lost an option for EB which probably should have been taken anyway.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
Yes but with their limited known list its a crap feature for them where as before they could learn every ritual.
Once again, should be noted, that you can change your 2 rituals every time you cast the spell and the spell is a cantrip. So you have every 1st level ritual at your finger tips without having to spend a single gold piece and right at level 1 rather than having to wait till level 3. Also because you get EB for free and they didn't lower your number of cantrips known you technically don't lose a cantrip either as long as you were taking EB before, so lost an option for EB which probably should have been taken anyway.
But considering that parties hate taking SRs because of the wasted time, they are going to have waiting 1 hour for the warlock to change their book to get one ritual spell even more.
I know that we all want backwards (and forwards) compatibility, but I don't think that the test should be converting an existing character from 5e to UA to see what happens. That is simply a bad idea. The compatibility tests should be: Can you run a 5e adventure with UA characters? Can you run a UA adventure with 5e characters?
But nobody should convert a character in mid-campaign...I don't think that is a fair test and I don't think that you should "change horses in midstream" anyway. Naturally, when you build and level up your character, you make decisions along the way that are specific to 5e or UA rules.
To be honest, I have been playing since the '70's and I have moved individual characters to different worlds and different rules systems. But I never complained about the glitches...that is just the price you pay for doing something that the designers never intended or supported. You just work out the issues with your individual DM or DMs and play with those table rules and agreements. Be happy!
So...can we roll up a new UA character and play them in a 5e adventure? I hope that will work. Can we roll up a new 5e character and play them in a UA adventure? Again, I hope that will work. Once we have an established character from either rules system, can we move them between 5e adventures and UA adventures? Hopefully this should also work. But asking for a specific individual character to be able to bounce between UA and 5e rules is not realistic. I don't think that WotC can deliver on that, and I don't think that they should even try.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
Yes but with their limited known list its a crap feature for them where as before they could learn every ritual.
Once again, should be noted, that you can change your 2 rituals every time you cast the spell and the spell is a cantrip. So you have every 1st level ritual at your finger tips without having to spend a single gold piece and right at level 1 rather than having to wait till level 3. Also because you get EB for free and they didn't lower your number of cantrips known you technically don't lose a cantrip either as long as you were taking EB before, so lost an option for EB which probably should have been taken anyway.
Woo..... 1st level rituals. Look at them, there are maybe 8 useful ones, and they are not that amazing. This aspect is massively worse than before.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
Yes but with their limited known list its a crap feature for them where as before they could learn every ritual.
Once again, should be noted, that you can change your 2 rituals every time you cast the spell and the spell is a cantrip. So you have every 1st level ritual at your finger tips without having to spend a single gold piece and right at level 1 rather than having to wait till level 3. Also because you get EB for free and they didn't lower your number of cantrips known you technically don't lose a cantrip either as long as you were taking EB before, so lost an option for EB which probably should have been taken anyway.
Woo..... 1st level rituals. Look at them, there are maybe 8 useful ones, and they are not that amazing. This aspect is massively worse than before.
Depends on your party and GM. If the GM wasn't handing out ritual scrolls or spell books you were never getting more than the 2 you get normally anyway. If they are running a module, the module may not have any of these things and the GM would have to add it. So massively worse is miss leading statement. It is better at 1, better at 2, better when you get it at 3. MAYBE it gets worse depending on your GM and your game after 3 only, or maybe it remains better for ever depending on your GM especially because there are fewer useful rituals above first level than there are at first level.
I agree with the first of the OP's sentences, but that's about it. I'd like to see the bonuses for picking blade put off to level 3 (ie using caster stat for your melee attacks) but beyond that, I think I like the new warlock just fine. I'll miss my pact magic, but I think the new one is an improvement.
Meanwhile I am feeling quashed with the nerf-bat for the Celestial Tome-lock I had played. If I converted the character over, I'm losing a cantrip known (I had taken most of the versatile ones I could grab) - more of a lost ribbon feature, but the new tome also grants 2 ritual spells BUT NOT RITUAL CASTING, so that is a larger hit, since the old invocation granted ritual casting from all classes provided you could find a place to learn it. Did I mention the game was in Strixhaven? And lastly, the new Tomelock forces the casting stat to Wisdom or Intelligence, when before I had been playing the party face. And getting a short rest wasn't a huge problem under the DM who ran that campaign, so the change from Pact Magic to 1/2 casting would certainly be felt. Changing to the Playtest version wouldn't just nerf my character, but sink it completely.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
Yes but with their limited known list its a crap feature for them where as before they could learn every ritual.
Once again, should be noted, that you can change your 2 rituals every time you cast the spell and the spell is a cantrip. So you have every 1st level ritual at your finger tips without having to spend a single gold piece and right at level 1 rather than having to wait till level 3. Also because you get EB for free and they didn't lower your number of cantrips known you technically don't lose a cantrip either as long as you were taking EB before, so lost an option for EB which probably should have been taken anyway.
Woo..... 1st level rituals. Look at them, there are maybe 8 useful ones, and they are not that amazing. This aspect is massively worse than before.
Depends on your party and GM. If the GM wasn't handing out ritual scrolls or spell books you were never getting more than the 2 you get normally anyway. If they are running a module, the module may not have any of these things and the GM would have to add it. So massively worse is miss leading statement. It is better at 1, better at 2, better when you get it at 3. MAYBE it gets worse depending on your GM and your game after 3 only, or maybe it remains better for ever depending on your GM especially because there are fewer useful rituals above first level than there are at first level.
No its not massively misleading because 1st level rituals for the most part suck. They are fun, but tensers, unseen servant are just mild conveniences, outside a spy campaign illusory script never comes up, when was the last time you needed to purify water, identify doesn't find curses and basically does was a short rest with the item does, detect poison useless for 9 campaigns out of 10. speak with animals maybe depending on DM. the only decent ones are find familiar, alarm and detect magic. While yes I guess you could have a DM that would never let you learn a single ritual in the campaign that argument can make anything bad. If a DM tries to make the game worse for a player, yeah any ability can suck.
The only class that can add spells from scrolls now are Wizards. The Ritual Caster feat doesn't allow it either.
What do we expect? They are "Wizards" of the Coast, after all.
I wish they had improved the 4e version of rituals. Turn most out of combat big change spells into ritual only spells, let anyone with the ritual feat learn and cast them, have a DC to cast the spells based on its effective level using arcana, nature, religion, have a GP cost that is more sane than the 4e ones where it never felt worth casting most of them. Sure wizards or other int based classes might be the best at them, but let the fighter cast a 9th level ritual if they invest in it.
Heck turn some combat spells into ritual only. Some of the spells seem more designed for warfare or sieges. Let those be rituals.
Meh. I wrote up a mesh of the new and old and the couple of DMs & players I talked to seemed fine with it.
Basically all I did was take the level boons From the UA (which I really liked) , added a spell slot at level 7 and then just kept everything else the old way.
Haven't got to play it yet, but on paper everyone seems to like it, and doesn't feel it's over powered .
well, it's a playtest so expect a few errors. for instance, surely the intent was for the warlock to be able to cast rituals. why else gain rituals?
and since you're volunteering to playtest, perhaps you don't want to playtest everything all at once? maybe playtest half-caster but retain the short rests, if that's too bold for you. at least you'll have some feedback then instead of no feedback at all. just a thought. obviously something to discuss also with the DM.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Just because one person's CURRENT character loses out doesn't mean the overall design is not better. My current fiendlock loses out too. I multiclassed to get some additional access to low level spell slots for utility's sake, and with the new warlock that's completely un-necessary. That delays my warlock features, including my mystic arcanum, so really, I have no sympathy for a lost cantrip.
Just because my currently designed, built and in play warlock is going to be hurt by the changes, doesn't mean that the changes aren't a positive for the class.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Even if its just a coincidence the end result is its not good for his build or for the class.
Just a late throw in, but yes the rules glossary changed how the ritual tag worked. NO ONE has ritual casting as a feature any more instead if the spell has the ritual tag and you know that spell you can cast that spell as a ritual.
As already said. If a character has a spell with the ritual tag it can always be cast as a ritual. You don't need a special ability to do that now.
Yes but with their limited known list its a crap feature for them where as before they could learn every ritual.
Once again, should be noted, that you can change your 2 rituals every time you cast the spell and the spell is a cantrip. So you have every 1st level ritual at your finger tips without having to spend a single gold piece and right at level 1 rather than having to wait till level 3. Also because you get EB for free and they didn't lower your number of cantrips known you technically don't lose a cantrip either as long as you were taking EB before, so lost an option for EB which probably should have been taken anyway.
But considering that parties hate taking SRs because of the wasted time, they are going to have waiting 1 hour for the warlock to change their book to get one ritual spell even more.
I know that we all want backwards (and forwards) compatibility, but I don't think that the test should be converting an existing character from 5e to UA to see what happens. That is simply a bad idea. The compatibility tests should be: Can you run a 5e adventure with UA characters? Can you run a UA adventure with 5e characters?
But nobody should convert a character in mid-campaign...I don't think that is a fair test and I don't think that you should "change horses in midstream" anyway. Naturally, when you build and level up your character, you make decisions along the way that are specific to 5e or UA rules.
To be honest, I have been playing since the '70's and I have moved individual characters to different worlds and different rules systems. But I never complained about the glitches...that is just the price you pay for doing something that the designers never intended or supported. You just work out the issues with your individual DM or DMs and play with those table rules and agreements. Be happy!
So...can we roll up a new UA character and play them in a 5e adventure? I hope that will work. Can we roll up a new 5e character and play them in a UA adventure? Again, I hope that will work. Once we have an established character from either rules system, can we move them between 5e adventures and UA adventures? Hopefully this should also work. But asking for a specific individual character to be able to bounce between UA and 5e rules is not realistic. I don't think that WotC can deliver on that, and I don't think that they should even try.
Nathair Sgiathach is my co-pilot
Woo..... 1st level rituals. Look at them, there are maybe 8 useful ones, and they are not that amazing. This aspect is massively worse than before.
Depends on your party and GM. If the GM wasn't handing out ritual scrolls or spell books you were never getting more than the 2 you get normally anyway. If they are running a module, the module may not have any of these things and the GM would have to add it. So massively worse is miss leading statement. It is better at 1, better at 2, better when you get it at 3. MAYBE it gets worse depending on your GM and your game after 3 only, or maybe it remains better for ever depending on your GM especially because there are fewer useful rituals above first level than there are at first level.
The only class that can add spells from scrolls now are Wizards. The Ritual Caster feat doesn't allow it either.
What do we expect? They are "Wizards" of the Coast, after all.
No its not massively misleading because 1st level rituals for the most part suck. They are fun, but tensers, unseen servant are just mild conveniences, outside a spy campaign illusory script never comes up, when was the last time you needed to purify water, identify doesn't find curses and basically does was a short rest with the item does, detect poison useless for 9 campaigns out of 10. speak with animals maybe depending on DM. the only decent ones are find familiar, alarm and detect magic. While yes I guess you could have a DM that would never let you learn a single ritual in the campaign that argument can make anything bad. If a DM tries to make the game worse for a player, yeah any ability can suck.
I wish they had improved the 4e version of rituals. Turn most out of combat big change spells into ritual only spells, let anyone with the ritual feat learn and cast them, have a DC to cast the spells based on its effective level using arcana, nature, religion, have a GP cost that is more sane than the 4e ones where it never felt worth casting most of them. Sure wizards or other int based classes might be the best at them, but let the fighter cast a 9th level ritual if they invest in it.
Heck turn some combat spells into ritual only. Some of the spells seem more designed for warfare or sieges. Let those be rituals.
Meh. I wrote up a mesh of the new and old and the couple of DMs & players I talked to seemed fine with it.
Basically all I did was take the level boons From the UA (which I really liked) , added a spell slot at level 7 and then just kept everything else the old way.
Haven't got to play it yet, but on paper everyone seems to like it, and doesn't feel it's over powered .