my first thought was that it is really crappy to change something after it has been decided for more than a year. but some token effects severely alter the design of the dungeon and monsters. when having or not having one or two tokens makes the difference of cake-walk vs near impossible, there is a problem. not saying that I think that is the case here, but if jeff is feeling the impact of this when designing the dungeon, maybe it is.
Mike Steele wrote: Scaling the Eldritch Set bonus back at this point is just as bad. It has been established for quite awhile now, and people spent quite a bit of money to procure them based on the current powers. I clearly remember the discussion specifically in regards to the one point healing spells and the 10 point Eldritch bonus, with some people pushing to exempt the minor healing spell from the Eldritch Set bonus, and Jeff chose to leave the bonus as it was (10 points affecting all spells including the one point healing spell.
Both the Eldritch Set Bonus and the interaction with the Lenses of Divine Sight been discussed and ruled on in the past, with all the pros and cons discussed in depth, and those rulings should remain in place.
and a decision made the first time is always the correct decision. there will never be a situation where someone looks back and thinks 'dang, I should have done that differently.' /sarcasm
Mike Steele wrote: I'm pretty disappointed, with all the rampant power growth that has been happening, especially in regards to combat bonuses for both melee/ranged and spells, that this is the item that suddenly seems to be "game breaking". I think any problems that this healing might cause pale next to the balance problems caused by the super-high combat bonuses that are available. And personally, given the massive increases in character max hit points, combat bonuses, and monster stats, this amount of healing is pretty in-scale with those increases. Characters can heal 10 points with healing potions now, this isn't that much more than that.
it isn't game breaking if everyone has it, but at some point will TD need a disclaimer on certain levels of play saying 'if you don't have the eldritch set, don't play this level, you cant survive'? ive also come to the opinion that the supreme ring of elemental command is too powerful. not that it is really too powerful, but the fact that it exists changes dungeon design. any elemental damage of 10 or less and the designer has to acknowledge that anyone with the supreme ring is immune. do they bump it up higher? which severely punishes anyone who doesn't have the ring? that just seems crappy all around. especially on a difficulty where you 'know' that damage of 15 is just to make sure to hit all of us with the supreme ring, and that one guy without one is taking the full damage every round.
maybe we could errata the supreme ring of elemental command to only be 5 damage prevention, but increase the retribution damage to 20? (it should at least be 10...for 3 retribution I don't even bother to remind the DMs when I get hit).
Arcanist Kolixela wrote: So this change specifically means that + to healing is duplicated for every effect in the game except for the 2 piece Eldritch set bonus?
That's totally not an inconsistent ruling that requires room DMs to know another errata.
If the intent is to fix the OP mix why not just nerf the 2 piece bonus instead of making a specific one off ruling like this.
Incognito wrote: Which is why I argue that TD would be better off errata'ing the Lenses of Divine Sight instead of the Eldritch set. You would have a similar end effect, but would only be errata'ing a UR rather than Eldritch Relics.
it sounds like it needs to be decided what exactly is overpowered; is the +10 healing from the eldritch set too much, or is the spell duplication of the lenses including boosting too much?
the current ruling seems to be saying that neither of the two is too powerful, but using them together IS too powerful. ...I don't like that. if something needs to change for the balance/future of the game, fine, make that call and change it. but make the change across the board rather than cherry-pick a single interaction. if neither of those two is too powerful on their own, then just let it be too powerful if you go the extra step and use both.
for the record, I would be on board with reducing the eldritch set bonus if there is just too much healing (and jeff is having to design around that much healing at high levels). also, I really would support that errata to the supreme ring I mentioned above.
I would prefer not to see the lenses change, especially since they effectively take up two slots to get the duplication ability.