Heh, let me rephrase my quick one liner from the previous post.
The Dragonborn class is the most basic of the races. I don't mean that in the sense that it is weaker, it just has fewer abilities that catch a person's eye. Of course the Dragonborn is the ultimate paladin race because of its stat modifiers but the powers it grants are limited in some respects which is where my comment stems from.
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Now on the surface this looks awesome, you fight better when you are beat up. It makes sense, your adrenaline is pumping and you're fighting for your survival. The downside is you have to be at 1/2 your hit points or less for this effect to kick in. This means that the power is limited in the sense that it has a restriction of when it can be used. The extreme worry that I would have is that if you are half your hit points you are getting beat up and the monsters in the Monster Manual are bad ass and don't take sh*t from the PCs anymore.
Draconic Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Okay now this is a nice ability, you get more than normal for your healing surge, but it's your Constitution modifier. At low levels this is an extremely worthwile ability but at higher levels this doesn't do much other than give you a small edge others don't have especially if the magic system is as bare as the 4.0 game suggests.
Dragon Breath: You can use dragon breath as an encounter power.
Once again this is a nice, unique ability to deal damage that functions well at lower-levels but at the higher tiers this damage becomes inconsequential. The reason I say that is because first off it is an Encounter Power (1 per fight), second even at its maximum it does 3d6+Con which without magic items and with your Con maxed out it comes to 3d6+8 damage; reminder that is once per fight. Now if you use it as a tactical weapon to hit multiple enemies at once then this is a great power, it is the opening power in fact, run up to the bunched enemies and release the fury.
The only problem is that this class (along with the Halfling) do not have any passive powers that are constantly active. Every other race has something that is always active: Dwarves, Encumbered Speed; Eladrin, Eladrin Will; Elf, Group Awareness/Wild Step; Half-Elf, Dilettante/Dual Heritage/Diplomacy; Human, Human Defense Bonus; Tiefling, Fire-Resistance.
That was the jist of my comment regarding this class.
Suck was the wrong word, it is the class with the least passive abilities.
As for the Half-Elf it is extremely powerful if built correctly, unfortunately the only good class for it is the Warlord. The Half-Elf can take Elf or Human specific feats, it gets to choose an at will power of another class and use it as an encounter power, it grants a bonus to diplomacy within 10 squares (which helps with aiding another checks).
- Philip Slama
"Sex is like the death penalty. One outcome, multiple ways to carry it out," -Stephen Colbert.
"OMG I can't believe I just got censored on LC.net!!!111 IS ADOLFO SEEING THIS sh*t!!!" -TheWorldsGreatestWarrior.