woq
Well-known member
Lamordia saves are hard to defeat solo without debuffing them somehow first. The problem is that the game doesn't really reward gameplay like that (like a cleric going in to cast prayer, having ranged apply 10 stacks of track on opening so that DC casters can land their spells). It is much easier to swing a weapon or shoot them and if you need magic damage, apply imbue or attacks that add magical damage.
It's the nature of the beast that doesn't really reward the good ol' slow setup group D&D play, because the amount of repetition you need to do to progress in this game is so high that slower more engaging play like that doesn't get you anywhere. That's why super high saves should be limited to Raids and individual chunky monsters instead of regular "pack" -type spawns.
... Same applies to fortification, except we have way more tools to reduce fortification or increase our bypass compared to dropping enemy saves / increasing DCs of caster characters. But it does hurt build variety and newer players. They don't have crits while endgame players breeze through.
It's the nature of the beast that doesn't really reward the good ol' slow setup group D&D play, because the amount of repetition you need to do to progress in this game is so high that slower more engaging play like that doesn't get you anywhere. That's why super high saves should be limited to Raids and individual chunky monsters instead of regular "pack" -type spawns.
... Same applies to fortification, except we have way more tools to reduce fortification or increase our bypass compared to dropping enemy saves / increasing DCs of caster characters. But it does hurt build variety and newer players. They don't have crits while endgame players breeze through.