Adam Guay wrote: Everyone is worried about what a wizard can do by using all of the best gear and biggest spells all at one time. I played VTD with Smak and watched him one shot the first monster for 300+ and the rest of the party got a nice 11 minute plus time to chat. Everything is broken at this point.
This is why I can't care a lot about how much damage is dealt by max damage builds.
The constant increases in damage, either directly or indirectly, over time keeps pulling the game further and further from play when opening a 10-pack impacts someone's build. It's not just sealed vs BiS (or max dmg or whatever), it's rare today vs rare five years ago, URs today and URs five years ago, etc.
The patch was creating Epic as NM wasn't challenging enough. But, that was a temporary patch and that didn't solve that someone may easily fall in between current NM and current Epic. Monster abilities can keep increasing, but that means leaving further and further behind those who don't keep up with new tokens or who don't have certain old tokens, which can include just not having the best commons, uncommons, rares from previous years when trying to play HC, say.
So, class design changes can move everything from 4th/5th to 5th/6th or whatever to just push the whole game higher. Doubling wizard base spell damage starts making more sense if the levels change. Try to make tokens relative impact less by making starting points better. But, it's still just too wide a gap. And, token history interferes with messing with lower levels of play, anyway. Commons with damage wheels of 1-6 are still being printed. Each gain in puissance may individually seem minor, but they build on each other. Add +1/2/3 Str in one slot and then give out crits three times more often and already adding more than just +1/+1 to hit/damage. But, it's hardly such incremental increases anymore.
I don't see how one meaningfully addresses the power discrepancies given that this game won't reset the power of existing tokens across the board as that would destroy the economic model. So, I no longer worry about feeling like the dungeon will provide the challenge but focus on running our own runs where the party produces the challenge. If I just want to run more often on other people's runs, I'll calibrate to where I think the rest of the group expects builds to be and maybe it will work out to be challenging and maybe it will be too easy and maybe it will be too hard, but it will likely be a crapshoot with a bias towards too easy.
Btw, I thought about this as a separate thread and, maybe, it's worth taking it that way, anyway, but somebody asked in some thread how much damage a party member should do. I don't think it's that complicated to figure that out. Take the HP of the monster and divide by number of party members and by how many rounds you want combat to last on average and that would be average damage per party member per round. Adjust by class to differentiate classes by some degree, but the band of damage should be reasonable, not 30 pts by one member and 60 by another but more like 40 and ..., sadly, 60, with other levels of play being more like averaging 10 vs 15 or something.
Hit percentage and burst damage and various other things like Retribution damage bonus all complicate the numbers, of course. But, where being hit, taking damage in general, making saves all do effect goodness in a class/build, damage bands should still be reasonably close to not frustrate players. Note that this aspect of play is why I completely avoid PUGs that aren't like sealed pack play, anymore - they get ugly with imbalances in damage output even when people are trying to be fair.
Btw, to give monsters a chance, I don't think you plan for three rounds of combat being ideal. There's plenty of time to play more rounds than that with groups that aren't slow. Could maybe target four rounds, I suppose. So, 200 hp monster becomes average of 5 damage per round. Yes, 5 damage per round (on average, so misses and taking a round to heal and whatever impacts per member/per round damage). Doesn't that sound kind of pathetic? I've played where I could never see the party deal 200 damage in time or before all getting murdered in a final room, so the average number may seem misleading as those parties were missing far more often, didn't crit much, took more time off to heal party members, etc.
Now, contrary to what I just said, not all combats are equal. Can target one combat to last 2.5 rounds, another 3 rounds, and another 4.5 rounds or whatever in terms of setting HP.