Okay, this thread is for anyone who's played around with the classes and found an ability to be out of whack. Even I don't like editing abilities without a bit of feed back and it would be insanity if we all started editing abilities that didn't quite work to our liking. So post it here, and I'll either give approval or give you a reason why not [if only that your argument is not strong enough to justify the change] and I'll post suggestions as well until I get some feedback from you guys unless it's obviously and desperately broken in which case I'll change it and post why I did it so you guys can tear me to shreds for it. ANYWAY!
Right now, abilities up in the air include:
Problem: Healing every time you receive damage is clearly game breaking. Made deadly when you combine it with Insufferabe Genius.
Solutions: Prevent Healing when this is used, Have it only affect self inflicted damage or Have using it cost the caster his next turn. Or remove it altogether.
Opinion: Last one seems most likely, but also may nerf it slightly.
Current Form: Undo a turn, become significantly weakened during the repeat turn.
Pros: It was foreseen mostly as means to undo potential devasting critical hits or give allies a means to redo their turn and potential reverse a bad situation.
Cons: If your opponent is directly after your turn, the usefulness of the ability is greatly lessened. Most abilities can simply be repeated again anyway.
Suggested form: Once per encounter when you hit 0 HP, all allies regain full health and are cured from all negative status effects.
Pros: Adds to the Apologist's bloodknight feel. Can completely reverse a losing fight without being gamebreaking. Generally a dramatic, awesome move, that also offers the class some much needed redemption flavourwise..
Cons: Combined with a Humanist [and other non-core classes that will inevitably get some form of ressurection] and Autodidact it can be done twice in a single match. Going into the territory of ridiculousness. [This could be prevented with a note tacked on preventing resurection that round, but that also risks being boring for the apologist player.]
Opinion: I'm neutral. I personally like Martyrdom more, it has more flavour and can turn the tide of battle completely with your noble sacrifice. I think Apologists suffer from being probably the least popular class right now and this gives them a some sense of nobility. On the other hand, I think Whitewash is perfectly fine, have used it already in my story [not that that is really an issue] and think it's a potentially dangerous but useful move.
Current Form: You can reuse an encounter power.
Pros: Better than the old version.
Cons: They are usually encounter powers for a reason. And also being such a high level means it is difficult enough to unlock that most with access to it will not have many encounter powers anyway, making it useless except for rare game-breaking combos, as suggested above.
Alternatives: This was Halc's idea as all of mine for it were pretty dreadful. Knowledge was one of the harder ones for me, and I really don't have anything in mind right now.
Current Form: ALL abilities must target you for a round.
Pros: Makes KNO people the tanks, since otherwise they'd just be sitting around while Monsters killed the squishy wizards who focused in CRE/CHA.
Cons: Currently, there are a few game breaking combos with it, not to mention that fact that it forces the opponents to be offensive indefinitely and your allies to only cast on you. It gets sort of annoying eventually.
Alternatives: Create an ability in IMG that forces one opponent to target only you for CHA/2 [or something] turns. Have it only affect offensive abilities. Have it only usable every second turn or give it some chance of failing [maybe opponents must make a CHA check?]. Have it prevent the caster from using other abilities that turn [particularly some annoying defensive counter actions that can really make it game breaking]. The last definitely needs to be implemented, while the the other options are certainly worth thinking about adding on top of the current form of the ability.
That's all for now.