Eladiun wrote on Apr 15
th, 2013 at 2:20pm:
Each of these changes detracted from the game significantly, IMO. The Tempest change ruined TWF Rangers and exploiters. The offhand proc and the speed of attack is what made these builds enjoyable. Replacing that with a shitty doublestrike didn't make up for what was lost. I couldn't pay my Exploiter anymore because it just didn't feel fun anymore. The AC changes made a flawed system worse. The To-Hit changes that went them are a debacle. My opinion on the store is well known so I'll skip that. These changes are what drove myself and others away from this game.
This. These enhancement changes are going to have a far and wide impact on one of the few remain pieces of DnD that keeps people playing. Build diversity and the ability to create and experiment with builds.
It is Alpha so it could change but they are pretty obviously set on the trees which is no different than WoW, SWTOR, etc. Each class gets three trees and a limited number of points and you funnel up the tree. This is a big difference from the current overall points spent and level method. A lot of builds will be severely impacted.
See it's all about point of view (thanks Obi-Wan).
I hated that Rangers were the top of the DPS/Melee tree in 2008. Dwarven Rangers at that. No way a Ranger or Exploiter should have been better than a Kensai Fighter or a Barb. Sure, they should be solid, but not better. TWF Rangers were redonc. Of course that is a bad example because it was just a nerf. There was nothing good being added.
AC is a better example. They changed AC, added PRR, added Dodge. There were additions along with the change. ANd I like the AC changes. AC is meaningful at lower numbers and the addition of PRR brought back the value in heavy armor. Your best tank is no longer a 2 monk/rogue splash in robes/light armor. The addition of dodge is cool. I think it sucks that we had to get away from d20 to make it work, but everyone knows that d20 breaks at high levels, even in PnP. A good Dungeon Master just accommodates for it and you also don't have the loot and meta-gaming issues in PnP campaigns at high level.
The spell power thing was really much ado about nothing. A perfect example of crying for no reason. Neither my Sorc nor my Wiz give two shits. Sure, I don't use my ear-dweller anymore and I use more clickies, but other than that, it was a non-issue. And it is nice to be able to be able to see the stats on my character sheet like I can. I also like that we got rid of the x% up through level y spells. That was annoying. I like the straight up x% boost. Spell level is irrelevant. I don't see anyone saying their caster is underpowered. If they do, they are stupid. Casters, especially PM or WF ones, are still the most powerful class in the game at cap.
As to the new enhancements:
If this lowers diversity, then I agree it will be a huge negative. But most of the wailing and crying I'm hearing is "This will break my Kensai III/AA build" or "My cleric is not going to be as fun". It is more about "I can't duplicate exactly what I have today with this new system". It's not about "What can I do that I couldn't before"? What fun options exist now? How can I make something new that never existed before. The conversation is 100% about what is being taken off the table and nothing about what is being added. From that perspective, of course it looks like shit.
I think the most on target concerns are the ones about requiring points spent in a tree to unlock enhancements. Very few enhancements required other enhancements as a pre-req. They required a certain class level or a certain total AP spend. And that makes sense. But requiring too much "in tree" spending will reduce flexibility too much.