|Cyrad RPG Superstar Season 9 Top 16|
|2 people marked this as a favorite.|
Game design issues are too complicated to adequately sum up, but if I had to give my 2-coppers...
Barbarian: Most rage powers are really bad. The good ones are too passive, resulting in a class where all you do is buff yourself and hit things.
Barbarian (unchained): Rage powers are improved, but the class still suffers from having too many passive abilities.
Bard: I would have preferred performances were more interesting. This is a class where having a talent pool makes sense. However, I think the bard is just right.
Cleric: Both too strong and too boring. The class just has too much in its kit. I would have liked to see more power budget invested into making domains interesting at the cost of turning it into a 6-level spellcaster or a 1/2 BAB class.
Druid: Like the cleric, the druid has too much in its kit. It also has a lot of awesome class features that you could center a whole class around. We could have an entire class around shapeshifting, nature magic, or pets. Instead, we have a class with a mixture of them.
Fighter: Not enough unique class features to make the class interesting to play.
Monk: Should have been a full BAB class. Many of its features need a revision.
Monk (unchained): Much better, but ki powers are a mixed bag. Some are cool. I would have liked to see the Qinggong monk list get fleshed out, especially when we have several monk-only cleric spells.
Paladin: The class features between levels 6-10 feel really lacking.
Ranger: Tracking is really boring and situational. I would have liked to see the ranger do interesting things with it. Otherwise, I think the class is fine.
Rogue: 3/4 BAB class with no spells and very few class features.
Rogue (unchained): Rogue finesse shoehorns you into a Dex build and feels like a clutch for lack of a full BAB. Most rogue talents are still really boring.
Sorcerer: Should have the same spell progression as the wizard. I would have liked spontaneous casters to have a niche as being good with metamagic.
Wizard: Way too versatile for the amount of power the class has.
Alchemist: I think it's a good class, but it feels like most of the interesting class features are locked behind discoveries. Alchemy needs a rewrite as the fact the class is not a spellcaster creates many corner case mechanical problems. Also, I personally prefer if the class was extraordinary rather than supernatural, especially when the game defines alchemy as non-magical.
Cavalier: Too many class features fettered to the mount. It would have been nice if the class let you get better mounts as you level up. Wizards get better familiars and druids get better animal companions. Why not the cavalier too?
Gunslinger: We don't actually have a badarse gunman. We have a class fettered by a broken game mechanic that can be unfun for both player and GM alike.
Inquisitor: It's fine, but the spell list feels really restrictive. The best spells are combat buffs, but you rarely get the action economy to use them.
Magus: Crit touch spells are really cool, but it feels too strong at times and makes non-crit builds feel like you're not using the class to its fullest.
Oracle: It's a fine class, but the quality of relevations vary greatly. Some are absolutely awful whereas others are amazing.
Summoner: It's basically a one-man party. My personal pet peeve is that the class's pet is essentially immortal whereas familars and animal companions have big consquences if they die.
Summoner (unchained): Better, but it didn't address my biggest issue with the normal summoner. I think unchained eidolons was a good direction, but it feels too restrictive.
Witch: Would have liked to see more "benign" hexes for "good witches." I also really hate how the witch spell list doesn't have many polymorph spells when classic witches in stories can turn into animals or other people. Where's the hex that lets you turn into a cat? Seriously!
Antipaladin: It's basically a CE paladin. I would have liked to see this class as more of an honor-bound lawful evil tyrant knight.
Ninja: Still a 3/4 BAB combat class.
Samurai: Better, but see the cavalier.
Arcanist: The class is mostly fine, but the hybrid spontanous/prepared spellcasting is more complicated than it should and adds so much book keeping. You now have to keep track of your spellbook, spells prepared, and the number of spell slots you have.
Bloodrager: I like it, but the spellcasting feels too lackluster for a class that's supposed to be a hybrid spellcaster barbarian. Any spell that isn't a self-buff is pretty much worthless.
Brawler: Martial flexibility is awesome, but the class could have used more interesting class features at later levels.
Hunter: Even with team work feats, it just feels like a 3/4 BAB 6-level ranger that gets their animal companion at 1st level.
Investigator: Shoehorned into being a melee class when a ranged investigator might have made sense. Uses the alchemist's extract list instead of its own.
Shaman: Cherrypicks some of the best class features from the cleric, witch, and oracle and yet has almost none of those classes' weaknesses.
Skald: Has no way to tailor his raging song so it's useful to the entire party instead of only the Strength-based party members.
Slayer: Needs more unique talents.
Swashbuckler: Too many defensive abilities at 1st level. Most deeds are kind of meh. Charmed life just feels lackluster.
Warpriest: Most class features feel like crappy versions of features from other classes.
Not enough experience to comment. I don't think it's ethical or wise to formulate an opinion when I haven't seen or played the classes enough to do so.