Heroes of Shadow: A review.
Posted: Tue Nov 22, 2011 12:48 am
I realize this is a really, really late review. But the way 4e has fucked up this book pisses me off, as I got it to play a necromancer. 4e has something called a necromancer, which is inferior once again to a necromancer cleric. More shitty classes rear their heads here, and honestly, when you KNOW there's a market for people who like to play vampires, necromancers, and assassins, how do you fuck it up?
On with the review. I will be giving the chapters my own titles, so they won't match what's in the book.
Chapter 1: The Darkness is Dark.
This is the fluff chapter. It can be summed up in a few sentences:
-Shadow magic taints your immortal soul wif darknezz!
-Some shit about the Raven Queen
-The shadowfell is dark
-Blah blah blah.
There's a small section about how the DM can have PCs bargain with the Raven Queen, which is basically "the DM can use plot powers to save PCs, but then he can have them subject to a critical hit once per encounter when they disobey the Raven Queen, blah blah blah". So now we are informed that the DM can use Plot Powas, just like the DMG says. Thank you, Mearls, for bringing in more DM powers like in your stupid columns.
Chapter 2: Classes
I'm just going to break them up by class here.
Assassin: Chemical reactions can only occur once per day!
The first pile of shit class in the book is the assassin, or, more specifically, the "executioner" assassin (apparently the other type, which I am informed plays completely differently, is behind the paywall). It has some amusing mechanics, but the one I hate the most are the poisons. First, the poisons replace daily powers, so you can only mix 1 a day. Got that? If you get the same quantity of the same ingredients and mix them again, it mysteriously fails. Of course these are all level based, so you need to be able to kill gods to harvest dragon spit, just like Runescape. The second retarded part is that half the assassin poisons have "if the DM allows it..." as part of the the effect. There's a little sidebar where they go out and say "we didn't write anything, so make this shit up!". And they wanted money. Imagine that.
The rest of the assassin mechanics involve picking utility powers (teleport, darkness, illusions, etc), a once-per-encounter extra damage strike, and some other crap. You also get a bullshit light weapons bonus.
Lastly, you're stuck joining some lame guild for your class features. Your assassin is self-taught? Fuck you, this is 4e! I can see refluffing this, but why, oh why, did they tie the two fighting styles to guilds? The fuck are there only 2 guilds in 4e land for? 4e fluff sucks.
Blackguard: Suprisingly not shitty. Deal extra damage if you have CA, smite per encounter, dumpster dive for paladin dailies. Main stupid thing is the paragon path giving you the ability to summon an altar of darkness in the middle of combat, which strikes me as retarded imagery. Also, a commanding presence is apparently only good for sliding people in combat as opposed to getting them to do what you want outside of battle, and you can only use it once per day.
Vampire: This is not a class. Classes have choices. It picks all your shit out for you. You pick a race, a pp, and an epic destiny which is demigod because everything else sucks ass. Also, you apparently need a bullshit focus which is supposed to remind you of your former life, so your badass vampire is carrying around his childhood teddy bear, because you will be burning your wealth by level for the RNG. Except that you're going to throw away your teddy bear because you found some perv's stolen underwear collection which has a +2 bonus, as opposed to Mr. Teddy's +1. Now that's roleplaying.
As for powers, it's a motley collection of vampire themed things, which is apparently a striker or something. It attacks off both Dex and Cha, and you can't even do the warlock thing where you ignore half the powers because they're arbitrarily assigned to you. At least the attacks are "Cha+2" which kind of helps.
Binder: This class is so bad, that even the guy who tried to write a guide to it on the WotC boards gave up in frustration. It's the PHB warlock, but without the warlock's curse and preassigned, shitty powers. It gets the "summon warlock's ally" power, but this book doesn't say how to use it with PHB warlocks, proving that Essentials != 4.0. There is also a selection of warlock powers in the back, along with a new hexblade pact which I can't evaluate as I don't know how the hexb;ade powersets work. From the warlock powers in back, there's a shittier (but cha-based) hurl through hell, a not terribad inescapable zone thing (if they fail their save), and a bunch of shadow-based teleports.
Cleric: Not a new class, just a selection of powers. There's a bunch of "touch people and they feel bad" shit damage ones, a speak with dead utility, and actually good powers which raise dead guys to fight for you. Also, Crushing Despair requires you to stab people now. The best is unarguably the Shackles of the Grave power, which can raise a blast 5 worth of dead guys as minions WHICH YOU CAN HEAL TO FULL HEALTH if you have surgeless healing. So really, once you become a level 19 cleric, you can win 4e. There's also a death domain, which really isn't special except that half the attack powers are "spend action, buff other guy's attack" which is really fucking boring.
Wizard: Two new schools for the mage, making this of course, Essentials only. There's the new school of "nethermancy" (darknezz!) along with necromancy.
So now that the necromancer is finally out, the one they made us wait years for after the core books (when every older edition HAD animate dead in core), what does it get?
Shitty blasting powers. Woo fucking hoo. It gets ONE permanent summon, and if the necromancer goes enigmatic mage, 5 minions which last for a day - but as written, can't actually move. The nethermancer gets a bunch of shadow debuffs, which consist of awesome inescapable zones and things that are actually good, and the necromancer gets dark fire, dark fire, and more dark fire. Avoid this shit like the plague and play a cleric.
Chapter 3: Races of Emo.
Revenant: This was supposedly a DDI exclusive, like the assassin. Now it is not. What a surprise. +2 Dex, +2 Con/Cha
Shade: Loses healing surge, gains shitty utility powers to trade out with class. +2 cha, +2 dex/int
Vryloka: Look, it's a vampire race to go with your vampire class! +2 cha, +2 str/dex. You get a different list of shitty utilities to choose from, my personal favorite being the one where you run into a wolf but can't attack in wolf form, with the art on the next page showing vryloka in wolf form with fangs. But hey, this is 4e, what did you expect?
There is also some lame fluff about the standard races, such as "dwarves dig up bad things" and "humans like power". No one cares.
Chapter 4: Shitty Mechanics of DARKNEZZ!
There are some paragon paths in here. There's the battleweaver, an illusion class which has...something...to do with shadow, some random light-based class which creates light by drawing on shadow, a warlock pp of some demon you don't care about, the dusk oracle which can speak with dead at will (woo!) and make your at-wills hit, the nocturnal which turns into a wolf of darknezz, a raven queen path, and two paths which don't suck. shadow dancer and shadow shaper. There are epic destinies which each boost 1 ability score by two, and get more powerful when more of them are on the field, however, they aren't demigod and thus you don't care.
Lastly, there are feats you don't care about.
Final thoughts: Too many boring and underpowered classes, too much fluff hiding the fact that you're actually really weak, rules are shitty and incomplete in some places, lots of immersion breaking bullshit, boring fluff, and just a shitty book. The necromancer sucks and now every cleric gets a bullshit infinite army, which is hilarious. Assassin sucks, vampire is a joke, the new races are meh, and I am disappointed.
On with the review. I will be giving the chapters my own titles, so they won't match what's in the book.
Chapter 1: The Darkness is Dark.
This is the fluff chapter. It can be summed up in a few sentences:
-Shadow magic taints your immortal soul wif darknezz!
-Some shit about the Raven Queen
-The shadowfell is dark
-Blah blah blah.
There's a small section about how the DM can have PCs bargain with the Raven Queen, which is basically "the DM can use plot powers to save PCs, but then he can have them subject to a critical hit once per encounter when they disobey the Raven Queen, blah blah blah". So now we are informed that the DM can use Plot Powas, just like the DMG says. Thank you, Mearls, for bringing in more DM powers like in your stupid columns.
Chapter 2: Classes
I'm just going to break them up by class here.
Assassin: Chemical reactions can only occur once per day!
The first pile of shit class in the book is the assassin, or, more specifically, the "executioner" assassin (apparently the other type, which I am informed plays completely differently, is behind the paywall). It has some amusing mechanics, but the one I hate the most are the poisons. First, the poisons replace daily powers, so you can only mix 1 a day. Got that? If you get the same quantity of the same ingredients and mix them again, it mysteriously fails. Of course these are all level based, so you need to be able to kill gods to harvest dragon spit, just like Runescape. The second retarded part is that half the assassin poisons have "if the DM allows it..." as part of the the effect. There's a little sidebar where they go out and say "we didn't write anything, so make this shit up!". And they wanted money. Imagine that.
The rest of the assassin mechanics involve picking utility powers (teleport, darkness, illusions, etc), a once-per-encounter extra damage strike, and some other crap. You also get a bullshit light weapons bonus.
Lastly, you're stuck joining some lame guild for your class features. Your assassin is self-taught? Fuck you, this is 4e! I can see refluffing this, but why, oh why, did they tie the two fighting styles to guilds? The fuck are there only 2 guilds in 4e land for? 4e fluff sucks.
Blackguard: Suprisingly not shitty. Deal extra damage if you have CA, smite per encounter, dumpster dive for paladin dailies. Main stupid thing is the paragon path giving you the ability to summon an altar of darkness in the middle of combat, which strikes me as retarded imagery. Also, a commanding presence is apparently only good for sliding people in combat as opposed to getting them to do what you want outside of battle, and you can only use it once per day.
Vampire: This is not a class. Classes have choices. It picks all your shit out for you. You pick a race, a pp, and an epic destiny which is demigod because everything else sucks ass. Also, you apparently need a bullshit focus which is supposed to remind you of your former life, so your badass vampire is carrying around his childhood teddy bear, because you will be burning your wealth by level for the RNG. Except that you're going to throw away your teddy bear because you found some perv's stolen underwear collection which has a +2 bonus, as opposed to Mr. Teddy's +1. Now that's roleplaying.
As for powers, it's a motley collection of vampire themed things, which is apparently a striker or something. It attacks off both Dex and Cha, and you can't even do the warlock thing where you ignore half the powers because they're arbitrarily assigned to you. At least the attacks are "Cha+2" which kind of helps.
Binder: This class is so bad, that even the guy who tried to write a guide to it on the WotC boards gave up in frustration. It's the PHB warlock, but without the warlock's curse and preassigned, shitty powers. It gets the "summon warlock's ally" power, but this book doesn't say how to use it with PHB warlocks, proving that Essentials != 4.0. There is also a selection of warlock powers in the back, along with a new hexblade pact which I can't evaluate as I don't know how the hexb;ade powersets work. From the warlock powers in back, there's a shittier (but cha-based) hurl through hell, a not terribad inescapable zone thing (if they fail their save), and a bunch of shadow-based teleports.
Cleric: Not a new class, just a selection of powers. There's a bunch of "touch people and they feel bad" shit damage ones, a speak with dead utility, and actually good powers which raise dead guys to fight for you. Also, Crushing Despair requires you to stab people now. The best is unarguably the Shackles of the Grave power, which can raise a blast 5 worth of dead guys as minions WHICH YOU CAN HEAL TO FULL HEALTH if you have surgeless healing. So really, once you become a level 19 cleric, you can win 4e. There's also a death domain, which really isn't special except that half the attack powers are "spend action, buff other guy's attack" which is really fucking boring.
Wizard: Two new schools for the mage, making this of course, Essentials only. There's the new school of "nethermancy" (darknezz!) along with necromancy.
So now that the necromancer is finally out, the one they made us wait years for after the core books (when every older edition HAD animate dead in core), what does it get?
Shitty blasting powers. Woo fucking hoo. It gets ONE permanent summon, and if the necromancer goes enigmatic mage, 5 minions which last for a day - but as written, can't actually move. The nethermancer gets a bunch of shadow debuffs, which consist of awesome inescapable zones and things that are actually good, and the necromancer gets dark fire, dark fire, and more dark fire. Avoid this shit like the plague and play a cleric.
Chapter 3: Races of Emo.
Revenant: This was supposedly a DDI exclusive, like the assassin. Now it is not. What a surprise. +2 Dex, +2 Con/Cha
Shade: Loses healing surge, gains shitty utility powers to trade out with class. +2 cha, +2 dex/int
Vryloka: Look, it's a vampire race to go with your vampire class! +2 cha, +2 str/dex. You get a different list of shitty utilities to choose from, my personal favorite being the one where you run into a wolf but can't attack in wolf form, with the art on the next page showing vryloka in wolf form with fangs. But hey, this is 4e, what did you expect?
There is also some lame fluff about the standard races, such as "dwarves dig up bad things" and "humans like power". No one cares.
Chapter 4: Shitty Mechanics of DARKNEZZ!
There are some paragon paths in here. There's the battleweaver, an illusion class which has...something...to do with shadow, some random light-based class which creates light by drawing on shadow, a warlock pp of some demon you don't care about, the dusk oracle which can speak with dead at will (woo!) and make your at-wills hit, the nocturnal which turns into a wolf of darknezz, a raven queen path, and two paths which don't suck. shadow dancer and shadow shaper. There are epic destinies which each boost 1 ability score by two, and get more powerful when more of them are on the field, however, they aren't demigod and thus you don't care.
Lastly, there are feats you don't care about.
Final thoughts: Too many boring and underpowered classes, too much fluff hiding the fact that you're actually really weak, rules are shitty and incomplete in some places, lots of immersion breaking bullshit, boring fluff, and just a shitty book. The necromancer sucks and now every cleric gets a bullshit infinite army, which is hilarious. Assassin sucks, vampire is a joke, the new races are meh, and I am disappointed.
