Did you notice that they forced the updated versions of the Eberron races onto the ones in WGtE and thought they gave the WGtE the artificer as promised, they gave the WGtE the abolute worst archetype. It's almost like they butchered it on purpse just for the WGtE so peeps would buy the new book instead . . .
Pre-ordering the new book was the worst mistake I could have made. If I'd waited and seen what they were giving us, I'd have just ordered those parts I wanted through DDB and the Compendium. I'd have the core of the artificer, and then I'd just homebrew everything else. What they did to the races in WGtE, a book I PAID for, is nothing but criminal.
I'll definitely NEVER pre-order a source book again until they allow us to preview it in advance. This is too mu7ch like a lottery: you pays your money and you'se takes your chances . . .
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I actually liked the idea of the Artillerist. However, WotC in the 2019 Artificer UA tried to combine that idea with the Wandslinger. That combination wasn’t well thought out.
Tool Proficiency – Like with the Alchemist, this feature replaced Tools of the Trade. This feature gives the Artillerist proficiency with Woodcarver’s tools. And if the Artillerist is already proficient, then they can choose another Artisan’s tools of their choice. Also, Crafting Bonus was removed completely.
Artillerist Spells – I actually agreed with the Artillerist Spells. I felt that they fit the subclass very well. And there weren’t any changes made to the spells.
Eldritch Cannon – This feature is a rewrite of the Arcane turret. Instead of needing Smith’s tools to summon the cannon, you can use Smith’s or Woodcarver’s tools. The cannon’s size is either small or tiny instead of medium, instead of lasting only 10 minutes the time has lengthened to 1 hour, and the Artillerist can no longer detonate the cannon. Finally, the Flamethrower cannon now does 2d8 fire damage instead of 1d8. I’m disappointed, as I would like to see more cannon types.
Arcane Firearm – This feature replaced Wand Prototype. This feature turns a nonmagical (I'm guess) wand, staff or rod into a spellcasting focus for the Artificer. And, when an Artificer spell is cast through the “Firearm”, it increases the damage to Artificer spells by 1d8. This feature actually fits the subclass.
Explosive Cannon – This feature increases the damage of the Eldritch Cannon by 1d8 and it allows the Artificer to detonate their cannons; an ability that was originally apart of Arcane Turret (now Eldritch Cannon). Also, the range of the detonation increase from 10 to 20 feet, and the damage increases from 3d6 to 3d8. This is a filler feature but it works.
Fortified Position – This feature is similar to the Fortified Position feature from the last 2019 Artificer UA. The only exception is that the Artillerist can now summon both cannons with the same action. This is a good update compared to the original.
I actually like this Artillerist subclass. I think that WotC has put some more thought into this subclass and actually made it pretty good. But they should have expanded on the types of cannons though.
Did you notice that they forced the updated versions of the Eberron races onto the ones in WGtE and thought they gave the WGtE the artificer as promised, they gave the WGtE the abolute worst archetype. It's almost like they butchered it on purpse just for the WGtE so peeps would buy the new book instead . . .
Pre-ordering the new book was the worst mistake I could have made. If I'd waited and seen what they were giving us, I'd have just ordered those parts I wanted through DDB and the Compendium. I'd have the core of the artificer, and then I'd just homebrew everything else. What they did to the races in WGtE, a book I PAID for, is nothing but criminal.
I'll definitely NEVER pre-order a source book again until they allow us to preview it in advance. This is too mu7ch like a lottery: you pays your money and you'se takes your chances . . .
Yes, they forced through the updates that they told you were coming and changed the things they told you were not finalized and would likely be changed.
If you're dissatisfied, send them a ticket and ask for a refund. If you'd rather just be pissed, then I guess just keep posting.
This is another subclass that I liked. But the original 2019 Artificer UA version needed a rewrite.
Tool Proficiency – Like with the Alchemist and Artillerist, this feature replaced Tools of the Trade. This feature gives the Battle Smith proficiency with Smith’s tools. And if the Battle Smith is already proficient, then they can choose another Artisan’s tools of their choice. Also, Crafting Bonus was removed completely.
Battle Smith Spells – The original Battle Smith Spells were pretty good; they just needed a little tweaking. But I’m not sure why WotC decided to swap out certain spells. The follow spells were swapped; Searing Smite – Shield, Blinding Smite – Conjure Barrage, and Staggering Smite – Fire Shield. In an interview about the 2nd 2019 Artificer UA, Jeremy Crawford stated that they removed the spell Shield of Faith as it was too divine (I think), but yet Branding Smith deals radiant damage, Warding Bond is a Cleric and Paladin (Crown) spell, Aura of Vitality is a Paladin and Paladin (Crown) spell, and Aura of Purity is a Paladin spell. All of these spells have a relation with the divine, so why give them to the Battle Smith. An ARCANE caster.
Battle Ready – Is a feature that makes complete sense.
Steel Defender – Is a minor updated version of the 2019 Artificer UA Iron Defender. There is some minor characteristic and stat changes but overall, the Steel Defender isn’t that much difference from the Iron Defender.
Extra Attack – The Battle Smith can attack twice per turn. This is significant as the attacks are not limited to melee weapons, ranged melee weapons, or magic weapons. A nice change from Arcane Armament.
Arcane Jolt – This is an updated version of the 2019 Artificer UA Arcane Jolt. First, to benefit from the feature the Battle Smith must attack with a magic weapon. Second, the Steel Defender doesn’t bypass resistances and immunities. Third, the damage and healing increases from 2d4 to 2d6. A good update
Improved Defender – The extra damage and healing increases to 4d6 for the Arcane Jolt and Steel Defender. The Steel Defender gets a +2 to its AC. And the damage dealt by the Steel Defender using its Deflect Attack ability is the same as the 2019 Artificer UA. Overall a nice update feature.
Overall the updates made to the Battle Smith are good in my opinion. I still don’t understand their reasoning behind the Battle Smith’s spells. But maybe they will change them with an update or errata.
There have been a few changes to the Infusions. Some of those changes include changing the level prerequisites, changing the Enhanced Wand to Enhanced Arcane Focus, removing the Many-Handed Pouch, adding the Homunculus Servant (which allows all subclasses to have it), and the most extensive change is the Replicate Magic Item Infusion. By expanding and reworking the Replicate Magic Item Infusion there is a distribution of magic items (all uncommon magic items) between 2nd, 6th and 10th levels. Additionally, those magic items that have the rarity of rare now become available at 14th level (instead of 16th).
Thoughts
Overall, there are things about the Artificer that I like and things I don't like. I knew that Infusion were there to stay, so there was no expectation about it being moved to a subclass. My biggest disappointments were the keeping of Magical Tinkering (a useless feature in my opinion) feature, Tool Requirement to cast spells, Spell-Storing Item feature and the Alchemist subclass. I really feel that WotC dropped the ball on these things. I know there are things that we as the players can't change and I accept that fact. But that doesn't mean we have to use everything that WotC created. We the players can work with are DMs, to create a class/subclass that works for us.
Understand, that as I stated in the beginning "these are my opinions".
Welcome back Marine, I am sorry you didn’t get your hoped for reduction in “Magical” features and I feel they did double down on it in the texts of eg. Right Tool for the Job, which I don’t like much. Luckily as with everything in DnD the RAW theming is not compulsory and everything that say magical or touch at end of long rest can be described as crafted over the previous 1 or 2 hours.
I think a few changes eg Flash of Genius, SSI and additional Attunements helped make the core Artificer stronger post level 3. Specifically with SSI I think the only reason you don’t like it is the spell casting connotations? But if you think of it and theme it instead as Magic Items that only an Artificer can craft, eg “Wand of Magic Missiles? Pawh, I can craft Wand of Scorching Rays!”
Interestingly Artillerist or Battlemaster we’re not nerfed in return setting the bar for core+subclass strength fairly high, then everyone agrees they messed up Alchemist, making it a RP / Heal player without properly play testing the options. For reference my Homebrew will be Higher Spell slots create more potions, and at higher levels you can consume more points with 1 action. Ie. After level 15 you can spend a level 3 spell slot to make 3 flight elixir and have someone consume all 3 for 30ft flight speed. It’s like Alchemist gets free Fly Spell. (maybe change the level requirements to match spell slot levels also)
My main dislike for the Artificer is that the spellcasting was expanded to the point of it is a 3/4 caster. I don't really have an issue with the feature "The Right Tool for the Job", I would like limit it to tools the Artificer is proficient with. Flash of Genius and the increase in the amount of attunements the Artificer has are both smart improvements to the Artificer. As for the SSI feature I do not like it. I'm not going to go into my reasoning here as I already gave my thoughts on the core class. That post can be found on the bottom of page 93.
I agree that the Artillerist and Battle Smith subclasses are actually really good. And when either of the subclasses are combined with the core class, that would make for a strong character. However, WotC really dropped the ball when it comes to the Alchemist. I have no idea what was going through their heads when they put it together.
I suspect it was something along the lines of, "Shit, people hate it and we're 30 minutes away from printing; just throw in wild magic and cross your fingers!"
Yup I do feel like Alchemist was very poorly playtested even internally if at all and just sent to print. Although I am not against weak and strong subclasses being included, eg the power imbalance between Hexblade and Fey Patrons. It is fine to have RP focused non power gamer subclasses but it should still work in an interesting way, which Elixir just doesn’t.
I don't know why they ask for feedback. They read what we suggest, and completely ignore it except to make it into what they want and not what the customers to be want. <sigh>
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
Crawford has explained before that they never do look at forums. And even in their feedback forms they tend to only look at the numerical data of how liked something is rather than the text feedback that goes into actual ideas.
That means Battlesmith is good so gets stamp of approval, while Alchemists Homunculus got bad reviews so let’s pull a new idea out of our ass and roll the dice on it being good enough, has to be sent to print after all.
I kind of understand, you can look at 10,000 analytics in 10 seconds while every idea takes 10 minutes to read/think through meaning 70 years of reading. But still some form of quiet forum presence for good ideas would be appreciated. But then they open themselves to bias and people claiming they took exactly someone’s idea blahblah. In other words it is disappointing that the experts are not great at making short but fun abilities under time pressure.
So I just Homebrew more elixirs per spell slot level spent and let it run with that.
Yup I do feel like Alchemist was very poorly playtested even internally if at all and just sent to print. Although I am not against weak and strong subclasses being included, eg the power imbalance between Hexblade and Fey Patrons. It is fine to have RP focused non power gamer subclasses but it should still work in an interesting way, which Elixir just doesn’t.
Crawford has explained before that they never do look at forums. And even in their feedback forms they tend to only look at the numerical data of how liked something is rather than the text feedback that goes into actual ideas.
That means Battlesmith is good so gets stamp of approval, while Alchemists Homunculus got bad reviews so let’s pull a new idea out of our ass and roll the dice on it being good enough, has to be sent to print after all.
I kind of understand, you can look at 10,000 analytics in 10 seconds while every idea takes 10 minutes to read/think through meaning 70 years of reading. But still some form of quiet forum presence for good ideas would be appreciated. But then they open themselves to bias and people claiming they took exactly someone’s idea blahblah. In other words it is disappointing that the experts are not great at making short but fun abilities under time pressure.
So I just Homebrew more elixirs per spell slot level spent and let it run with that.
I think most of us know by now that WotC doesn't look at the forums. These forums are purely for us to "*****, moan, and complain" about things we don't like, praise things we do like, and bounce ideas off of each other for homebrew material.
However, I doubt that there were that many people that had positive views of the UA Alchemist's features Alchemical Mastery (6th level) and Chemical Savant (14th level). A couple of minor rewrites and updates, adding the filler feature and adding the Experimental Elixir isn't enough to make the subclass usable (in my opinion).
Crawford has explained before that they never do look at forums. And even in their feedback forms they tend to only look at the numerical data of how liked something is rather than the text feedback that goes into actual ideas.
That means Battlesmith is good so gets stamp of approval, while Alchemists Homunculus got bad reviews so let’s pull a new idea out of our ass and roll the dice on it being good enough, has to be sent to print after all.
I kind of understand, you can look at 10,000 analytics in 10 seconds while every idea takes 10 minutes to read/think through meaning 70 years of reading. But still some form of quiet forum presence for good ideas would be appreciated. But then they open themselves to bias and people claiming they took exactly someone’s idea blahblah. In other words it is disappointing that the experts are not great at making short but fun abilities under time pressure.
So I just Homebrew more elixirs per spell slot level spent and let it run with that.
I think most of us know by now that WotC doesn't look at the forums. These forums are purely for us to "*****, moan, and complain" about things we don't like, praise things we do like, and bounce ideas off of each other for homebrew material.
However, I doubt that there were that many people that had positive views of the UA Alchemist's features Alchemical Mastery (6th level) and Chemical Savant (14th level). A couple of minor rewrites and updates, adding the filler feature and adding the Experimental Elixir isn't enough to make the subclass usable (in my opinion).
It’s a real shame if WOTC doesn’t at least read the UA discussion on Reddit. Some great points and counterpoints made there, which I think are potentially more enlightening than sifting through survey responses.
Legacy, or you go there post your homebrew in hope to have discussion on how to make it better and all you get is thrash talk about how abusive or stupid your ideas are and how you should just forget it and take anothers work instead. yeah reddit is totally not known for its toxicity !
but i'll say this much though, i do not think WotC isn'T listening... i think they do listen, i think they do read some of the feedback. but i'll also say this... you started your comment with "this ability is stupid" or "that ability is way too overpowered" i also would skip those comments entirely. they are clearly from someone who do not care about balance and just either want a nerf or a boost. there is nothing constructive in those comments. i think instead of reading those comments, they skip em. they clearly want feedback, but they clearly do not want to take 5 years to develop a single subclass.
guys, just imagine what D&D right now would be like, if we took all the homebrew classes that we have here already and put them into a single book. you'd have the anime hero with the baility to just completely wreck a tarrasque or a kraken in a one swing at first level. and another class that would be totally underpowered and totally unable to even kill a goblin at first level. some of the people would be "YEAH thats what im talking about." talking about the anime hero class. or they would be "Aw yeah so much role play in that nowhere class" and yet the class would be unplayable. if they listenned to everyone that gave feedback... then the class, even today wouldn't even be released yet and we'd have nothing official. there would always beee some unhappy people.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
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Did you notice that they forced the updated versions of the Eberron races onto the ones in WGtE and thought they gave the WGtE the artificer as promised, they gave the WGtE the abolute worst archetype. It's almost like they butchered it on purpse just for the WGtE so peeps would buy the new book instead . . .
Pre-ordering the new book was the worst mistake I could have made. If I'd waited and seen what they were giving us, I'd have just ordered those parts I wanted through DDB and the Compendium. I'd have the core of the artificer, and then I'd just homebrew everything else. What they did to the races in WGtE, a book I PAID for, is nothing but criminal.
I'll definitely NEVER pre-order a source book again until they allow us to preview it in advance. This is too mu7ch like a lottery: you pays your money and you'se takes your chances . . .
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Artillerist
I actually liked the idea of the Artillerist. However, WotC in the 2019 Artificer UA tried to combine that idea with the Wandslinger. That combination wasn’t well thought out.
Tool Proficiency – Like with the Alchemist, this feature replaced Tools of the Trade. This feature gives the Artillerist proficiency with Woodcarver’s tools. And if the Artillerist is already proficient, then they can choose another Artisan’s tools of their choice. Also, Crafting Bonus was removed completely.
Artillerist Spells – I actually agreed with the Artillerist Spells. I felt that they fit the subclass very well. And there weren’t any changes made to the spells.
Eldritch Cannon – This feature is a rewrite of the Arcane turret. Instead of needing Smith’s tools to summon the cannon, you can use Smith’s or Woodcarver’s tools. The cannon’s size is either small or tiny instead of medium, instead of lasting only 10 minutes the time has lengthened to 1 hour, and the Artillerist can no longer detonate the cannon. Finally, the Flamethrower cannon now does 2d8 fire damage instead of 1d8. I’m disappointed, as I would like to see more cannon types.
Arcane Firearm – This feature replaced Wand Prototype. This feature turns a nonmagical (I'm guess) wand, staff or rod into a spellcasting focus for the Artificer. And, when an Artificer spell is cast through the “Firearm”, it increases the damage to Artificer spells by 1d8. This feature actually fits the subclass.
Explosive Cannon – This feature increases the damage of the Eldritch Cannon by 1d8 and it allows the Artificer to detonate their cannons; an ability that was originally apart of Arcane Turret (now Eldritch Cannon). Also, the range of the detonation increase from 10 to 20 feet, and the damage increases from 3d6 to 3d8. This is a filler feature but it works.
Fortified Position – This feature is similar to the Fortified Position feature from the last 2019 Artificer UA. The only exception is that the Artillerist can now summon both cannons with the same action. This is a good update compared to the original.
I actually like this Artillerist subclass. I think that WotC has put some more thought into this subclass and actually made it pretty good. But they should have expanded on the types of cannons though.
Yes, they forced through the updates that they told you were coming and changed the things they told you were not finalized and would likely be changed.
If you're dissatisfied, send them a ticket and ask for a refund. If you'd rather just be pissed, then I guess just keep posting.
Battle Smith
This is another subclass that I liked. But the original 2019 Artificer UA version needed a rewrite.
Tool Proficiency – Like with the Alchemist and Artillerist, this feature replaced Tools of the Trade. This feature gives the Battle Smith proficiency with Smith’s tools. And if the Battle Smith is already proficient, then they can choose another Artisan’s tools of their choice. Also, Crafting Bonus was removed completely.
Battle Smith Spells – The original Battle Smith Spells were pretty good; they just needed a little tweaking. But I’m not sure why WotC decided to swap out certain spells. The follow spells were swapped; Searing Smite – Shield, Blinding Smite – Conjure Barrage, and Staggering Smite – Fire Shield. In an interview about the 2nd 2019 Artificer UA, Jeremy Crawford stated that they removed the spell Shield of Faith as it was too divine (I think), but yet Branding Smith deals radiant damage, Warding Bond is a Cleric and Paladin (Crown) spell, Aura of Vitality is a Paladin and Paladin (Crown) spell, and Aura of Purity is a Paladin spell. All of these spells have a relation with the divine, so why give them to the Battle Smith. An ARCANE caster.
Battle Ready – Is a feature that makes complete sense.
Steel Defender – Is a minor updated version of the 2019 Artificer UA Iron Defender. There is some minor characteristic and stat changes but overall, the Steel Defender isn’t that much difference from the Iron Defender.
Extra Attack – The Battle Smith can attack twice per turn. This is significant as the attacks are not limited to melee weapons, ranged melee weapons, or magic weapons. A nice change from Arcane Armament.
Arcane Jolt – This is an updated version of the 2019 Artificer UA Arcane Jolt. First, to benefit from the feature the Battle Smith must attack with a magic weapon. Second, the Steel Defender doesn’t bypass resistances and immunities. Third, the damage and healing increases from 2d4 to 2d6. A good update
Improved Defender – The extra damage and healing increases to 4d6 for the Arcane Jolt and Steel Defender. The Steel Defender gets a +2 to its AC. And the damage dealt by the Steel Defender using its Deflect Attack ability is the same as the 2019 Artificer UA. Overall a nice update feature.
Overall the updates made to the Battle Smith are good in my opinion. I still don’t understand their reasoning behind the Battle Smith’s spells. But maybe they will change them with an update or errata.
Infusions
There have been a few changes to the Infusions. Some of those changes include changing the level prerequisites, changing the Enhanced Wand to Enhanced Arcane Focus, removing the Many-Handed Pouch, adding the Homunculus Servant (which allows all subclasses to have it), and the most extensive change is the Replicate Magic Item Infusion. By expanding and reworking the Replicate Magic Item Infusion there is a distribution of magic items (all uncommon magic items) between 2nd, 6th and 10th levels. Additionally, those magic items that have the rarity of rare now become available at 14th level (instead of 16th).
Thoughts
Overall, there are things about the Artificer that I like and things I don't like. I knew that Infusion were there to stay, so there was no expectation about it being moved to a subclass. My biggest disappointments were the keeping of Magical Tinkering (a useless feature in my opinion) feature, Tool Requirement to cast spells, Spell-Storing Item feature and the Alchemist subclass. I really feel that WotC dropped the ball on these things. I know there are things that we as the players can't change and I accept that fact. But that doesn't mean we have to use everything that WotC created. We the players can work with are DMs, to create a class/subclass that works for us.
Understand, that as I stated in the beginning "these are my opinions".
Welcome back Marine, I am sorry you didn’t get your hoped for reduction in “Magical” features and I feel they did double down on it in the texts of eg. Right Tool for the Job, which I don’t like much. Luckily as with everything in DnD the RAW theming is not compulsory and everything that say magical or touch at end of long rest can be described as crafted over the previous 1 or 2 hours.
I think a few changes eg Flash of Genius, SSI and additional Attunements helped make the core Artificer stronger post level 3. Specifically with SSI I think the only reason you don’t like it is the spell casting connotations? But if you think of it and theme it instead as Magic Items that only an Artificer can craft, eg “Wand of Magic Missiles? Pawh, I can craft Wand of Scorching Rays!”
Interestingly Artillerist or Battlemaster we’re not nerfed in return setting the bar for core+subclass strength fairly high, then everyone agrees they messed up Alchemist, making it a RP / Heal player without properly play testing the options. For reference my Homebrew will be Higher Spell slots create more potions, and at higher levels you can consume more points with 1 action. Ie. After level 15 you can spend a level 3 spell slot to make 3 flight elixir and have someone consume all 3 for 30ft flight speed. It’s like Alchemist gets free Fly Spell. (maybe change the level requirements to match spell slot levels also)
Arutha,
My main dislike for the Artificer is that the spellcasting was expanded to the point of it is a 3/4 caster. I don't really have an issue with the feature "The Right Tool for the Job", I would like limit it to tools the Artificer is proficient with. Flash of Genius and the increase in the amount of attunements the Artificer has are both smart improvements to the Artificer. As for the SSI feature I do not like it. I'm not going to go into my reasoning here as I already gave my thoughts on the core class. That post can be found on the bottom of page 93.
I agree that the Artillerist and Battle Smith subclasses are actually really good. And when either of the subclasses are combined with the core class, that would make for a strong character. However, WotC really dropped the ball when it comes to the Alchemist. I have no idea what was going through their heads when they put it together.
I suspect it was something along the lines of, "Shit, people hate it and we're 30 minutes away from printing; just throw in wild magic and cross your fingers!"
Yup I do feel like Alchemist was very poorly playtested even internally if at all and just sent to print. Although I am not against weak and strong subclasses being included, eg the power imbalance between Hexblade and Fey Patrons. It is fine to have RP focused non power gamer subclasses but it should still work in an interesting way, which Elixir just doesn’t.
I don't know why they ask for feedback. They read what we suggest, and completely ignore it except to make it into what they want and not what the customers to be want. <sigh>
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
Crawford has explained before that they never do look at forums. And even in their feedback forms they tend to only look at the numerical data of how liked something is rather than the text feedback that goes into actual ideas.
That means Battlesmith is good so gets stamp of approval, while Alchemists Homunculus got bad reviews so let’s pull a new idea out of our ass and roll the dice on it being good enough, has to be sent to print after all.
I kind of understand, you can look at 10,000 analytics in 10 seconds while every idea takes 10 minutes to read/think through meaning 70 years of reading. But still some form of quiet forum presence for good ideas would be appreciated. But then they open themselves to bias and people claiming they took exactly someone’s idea blahblah. In other words it is disappointing that the experts are not great at making short but fun abilities under time pressure.
So I just Homebrew more elixirs per spell slot level spent and let it run with that.
The whole Alchemist subclass doesn't work.
I think most of us know by now that WotC doesn't look at the forums. These forums are purely for us to "*****, moan, and complain" about things we don't like, praise things we do like, and bounce ideas off of each other for homebrew material.
However, I doubt that there were that many people that had positive views of the UA Alchemist's features Alchemical Mastery (6th level) and Chemical Savant (14th level). A couple of minor rewrites and updates, adding the filler feature and adding the Experimental Elixir isn't enough to make the subclass usable (in my opinion).
It’s a real shame if WOTC doesn’t at least read the UA discussion on Reddit. Some great points and counterpoints made there, which I think are potentially more enlightening than sifting through survey responses.
Legacy, or you go there post your homebrew in hope to have discussion on how to make it better and all you get is thrash talk about how abusive or stupid your ideas are and how you should just forget it and take anothers work instead. yeah reddit is totally not known for its toxicity !
but i'll say this much though, i do not think WotC isn'T listening... i think they do listen, i think they do read some of the feedback.
but i'll also say this... you started your comment with "this ability is stupid" or "that ability is way too overpowered" i also would skip those comments entirely. they are clearly from someone who do not care about balance and just either want a nerf or a boost. there is nothing constructive in those comments. i think instead of reading those comments, they skip em. they clearly want feedback, but they clearly do not want to take 5 years to develop a single subclass.
guys, just imagine what D&D right now would be like, if we took all the homebrew classes that we have here already and put them into a single book. you'd have the anime hero with the baility to just completely wreck a tarrasque or a kraken in a one swing at first level. and another class that would be totally underpowered and totally unable to even kill a goblin at first level. some of the people would be "YEAH thats what im talking about." talking about the anime hero class. or they would be "Aw yeah so much role play in that nowhere class" and yet the class would be unplayable. if they listenned to everyone that gave feedback... then the class, even today wouldn't even be released yet and we'd have nothing official. there would always beee some unhappy people.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)