Mike Steele wrote: Does anyone else agree the Legendaries should all be balanced, even though they are spread out over a number of years? If so - does it seem to anyone else that this year's Legendaries are FAR more powerful than last years? It seems to me that the bonus damage could be stripped completely and they'd still be on par with last year.
Having seen the bard, druid, and rogue legendaries in action at Origins, it does not seem that way to me at all.
The bard legendary is probably by far the most powerful of them all. The bonus it provides to the whole party is just insane.
The rogue legendary is pretty bonkers. Ask Fred about it.
The druid legendary is also awesome. Beertram was just wrecking things with it. Definitely heard a DM or two give some "wow"s after calculating his damage on certain things after factoring in the extra damage from shape-shifting appropriately. (EDIT: Beertram informed me he was only using the RELIC - jeeeeeez)
The paladin is a guarding/protecting class. Having the Holy Avenger add to that seems appropriate. I do not agree with the "take away saves and add retribution damage" crowd.
Taking away the saves from the Holy Avenger again basically negates the one thing that ALWAYS works in a dungeon. If you've ever played paladin you've gone an entire dungeon sometimes without your double guard working a single time. Guard is not this brick wall of stop everything that many seem to think it is. It doesn't work against ranged, spell, or just DM deciding to target someone else.
The barbarian is a raging/damage class. Having them add damage seems appropriate. Adding a new neat ability also seems appropriate.
The monk is a damage/bag o tricks class. Having it add damage and some tricks seems appropriate.
Monk difference just on stat points assuming Medallion of Valhalla:
With Valhalla: +2hit/damage (4 total stat points) and 10hps and 2 fort save
With new neck: +8 damage (8 total stat points)
Barb difference just on stat points assuming Medallion of Valhalla:
With Valhalla: +2hit/damage (4 total stat points) and 10 hps and 2 fort save
with new neck: +16 damage
For going from UR to class legendary, these don't seem like humongous gaps to me.