joshx0rfz: Level 6 utility spell for wizard - dimension door 10 squares - DAILY.
Eladrin racial ability - feystep for 5 squares - ENCOUNTER - if you look at the teleportation rules (286) it becomes even more ridiculous. My verdict is broken.
Bartoneus: I wouldn’t go as far to say broken with Feystep, I’d just say really good. I think it opens up a lot of interesting options in any given combat, but doesn’t make other players feel like they suck in comparison but can do other pretty cool things that the Eladrin can’t.
TheMainEvent: Eladrin rogues may not have the stat synergy of Halfling rogues, but their teleport translates into combat advantage and sneak attacks. I guess the main reason I did not give them higher marks is that the teleport seems a bit redundant for a melee based Warlord that specializes in making people move around.
joshx0rfz: I look at the Eladrin ability and immediately compared it to the dimension door ability. This is a level 1 racial ability that can be used per encounter compared to a daily use with a better range. I see great ways to abuse the feystep ability.
Honestly, the more I read, the more I wonder why anyone will play anything other than Eladrin. That per-encounter teleport ability allows your eladrin character to go all Visa card on the battlemat: he's everywhere he wants to be. Ok, so it might not be a big deal for wizards, who might be able to reach out and touch you even if you're all the way across the room, but for defenders who need to get between the baddies and their friends, and especially for strikers who really shine when they can get past defending screens of skirmishers to wreak havoc in the backfield, a five-square teleport looks hard to beat. Combine it with ranger or warlord movement goodies and it could get really sick.
UPDATE: the Critical Hits folks delve deeper into classes, stats, and other mechanical player-creation issues, and dig up some interesting issues:
Shakespear: I tried to create a sample Paladin last night, and I found something that is a big negative. If you want to do a Cha based Paladin, first off, there is no race that gets Cha and Wis bonuses (for that matter, there is no race that gets Wis and Str either). Secondly, Cha and Wis are from the same defense trait, so if you go Cha and Wis as your two main stats, you’ll only have 1 good defense instead of 2. I consider this to be a major negative for both the Paladin and Cleric classes and I suspect this means that “style” of character will see little to no play time. I don’t see this flaw in any of the other characters, and I have to wonder why it was put in. As this flaw is inherent in either healing path, perhaps they thought they needed to make the healers a little more squishy?
Bartoneus: Am I the only one who doesn’t consider race based on stat bonuses and how they relate to the classes?Shakespear: It’s one of the first things I consider. It’s not a make or break thing, but I’m not going to play a Dragonborn Wizard because they just aren’t designed for it, and ultimately I’m reducing the effectiveness of my class.