Leress at [unixtime wrote:1204269039[/unixtime]]Most abilities don't seem to scale, if that is the case then it will be a crap load abilities that would not even be used after a while.
Supposedly the base weapon damage itself will scale (or there will be level based bonuses) whatever, but they aren't showing the formulas off in the sample games- just the results. So the damage will scale gradually like everything else. (until it gets multiplied, and then it goes bang). Unless of course the video clips say otherwise. I can't be asked to watch them whitter on about nothing, however, so I'll wait for someone to summarize or write up a damn transcript.
I'd say there were two classes- people that do damage, and people who did a bit less damage, but you have to have because they heal. Choose a predefined flavor, and suffer. But yeah, the implementation is questionable at best. Rantworthy if the final product looks as bad as the preview material.
Interestingly enough, the fighter's marking ability is an utter failure. Hurrah, -2 to attack. If the target attacks the wizard, cleric or warlock, he is *still* more likely to hit, because the fighter's AC is more than 2 higher, and he's more likely to take those characters down since they have fewer hit points.
The paladin is ability is a bit better, because at least he's taking damage, and that might kill the target before he kills your buddy.
Anyone notice all the fucking ways to move or move others?
Basic move, push, shift, slide, teleport, (fly)? It seems excessive. I'm not entirely clear on the middle three. Shift avoids AoOs (or 'opportunity attacks' now), but push and slide? Why distinguish?