General Discussion: Kineticist


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Scarab Sages

Rynjin wrote:

1.) is correct, which I already stated.

2-4 are not. They are paying HP to activate abilities.

Care to elaborate on the connection between CON and HP, or are you so adamant in your position that you'll deny they are directly linked.


Artanthos wrote:
Rynjin wrote:

1.) is correct, which I already stated.

2-4 are not. They are paying HP to activate abilities.

Care to elaborate on the connection between CON and HP, or are you so adamant in your position that you'll deny they are directly linked.

Con is a statistic.

HP is a derived statistic, determined in part by your Con score.

Using a derived statistic to fuel an ability that adds to a thing is not the same as using the main statistic to directly add to a thing.

Examples of the former: Burn, sort of Blood Money to cast something like Stoneskin (no, you're not adding your Str to your DR).

Examples of the latter: Cunning Initiative, Canny Defense

They are 100% not the same thing.

Scarab Sages

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Rynjin wrote:
Artanthos wrote:
Rynjin wrote:

1.) is correct, which I already stated.

2-4 are not. They are paying HP to activate abilities.

Care to elaborate on the connection between CON and HP, or are you so adamant in your position that you'll deny they are directly linked.

Con is a statistic.

HP is a derived statistic, determined in part by your Con score.

And by increasing CON, you increase your HP, which you are in turn spending to gain a set of bonuses.


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Which is still not the same thing as adding Con to anything except HP.

This is a pretty simple concept.

Look at it like a maple tree.

Maple trees (Con) can be tapped for a sap (HP) that can be used to make delicious maple syrup (Effects that incur Burn).

But maple trees are NOT maple syrup, despite the fact that the syrup ultimately derives from the tree. When I add a teaspoon of maple syrup to my oatmeal, I have not just added a tree to my oatmeal.

Other classes get benefits from the tree itself. They hug the maple tree and their oatmeal is forever sweetened by delicious maple syrup from then on out, for free, once they've cultivated the tree.

They invested in a maple tree, and permanently gain the effects derived from said tree.

Burn doesn't work that way.


In your example
everyone has a tree
everyone has sap
but no one but kinetcist gets to enjoy the maple syrup made from distilling the sap into a syrup.

Kinetcist gets sweetend oatmeal. Everyone else gets thick sorta hint at sweetness oat porriage. Same ingredients but not the same recipe. The important part is to know what your trying to make so you know how to start it

We're trading the saps' h2o additives for the special flavor it has. the sap and the syrup both have specific uses. Those who want sap won't play this class, or they'll play specificly. Those who want syrup get their syrup, but just have to deal with having less total liquid mass after cooking it down to syrup.

The class itself switches benefits of con. Thats how it's envisioned. It's currently a bit weird-but we're only seeing part of the final result the Devs have said it themselves they only shown part of the stuff because they wanted to playtest specific aspects. It certainly sounds like the power levels will increase which will affect the percieved cost-to power ratio (which is hard ratio as there will be differences for each player based on their value)

Kind of the same way some people prefer spontaneous casters to prepared. And yeah I realize the core stats etc aren't lost when one casts spells, but It's still a similiar corelation. One has a bigger spell list and more variety-but no modulation (well less). the other smaller amount of choices but they can modulate as needed within that amount.

Just like how I can not stand the idea of playing a Barbarian or fighter, some people won't be able to stand a Kinetcist. Not every class is a match for everyone. It's nicer to have a large variety so everyone can find something they enjoy even if not everyone can enjoy everything.

Unlike the rest of the previous classes which use US coins. The Kinetcist is using Canadian coins. Lots of cross over but techincally different value and area. (Note on context: Where I live you can and we often end up freely using canadian coins and us coins interchangably. Fairly on accident but the only ones who care are vending machines and one type of bank)


If that's the vision, it does it poorly. Because that's not what it does.


Rynjin wrote:

If that's the vision, it does it poorly. Because that's not what it does.

what does the vision seem like it wants to be to you? (not being snarky i'm curious)

cause it seemed like from the get go they wanted "spend HP to powerup" ala Darkknights of old rpgs, demi attacks, and the like. Which it currently does. Perhaps a bit harshly but like I said they sound like they are intending to power it up a fair bit. which will alter percierved worth ratios.
and possibilities of items and magic weapons and the like


The problem here is a poor turn of phrase. "Add Con to AC" implies that you do with your Con mod what the Monk does with his Wis mod-- add it straight to your AC and smile.

We are using Con to fuel attack bonuses, damage bonuses, AC, and other passive effects-- but we're not directly adding Con to anything but damage.

Which is why I tried to liken it to a stat shuffle instead. Feel the Burn is letting us convert 2-12 points of Con to 2-12 points of Str (hit and damage). While keeping the Fort bonus instead of the carrying capacity, but hey.

Shadow Lodge

great after reading the last few posts i want hot fluffy pancakes O.O lol besides that, i'm worried that to keep myself from having less hitpoints then a wizard from a D8 class by using my abilites, i AM going to have to min max, maxing out con at lv1 and sacrificing my other stats, i dont like min max characters, above averge con for a character of mine is 16 wich i'll put on a barbarian sine they get a use out of extra con besides hit points, but with the Kineticist i feel like i got to make sure i have as much hp as possible to be from being one shot by the BBEG's minion let alone the BBEG himself. i get cool abilites sure but if im using up my hitpoints for my abilites i feel i got to get something epic out of it, like a Dark Knight sacrifiing a bit of thier own life to deal a bunch of extra damage, but in turn that Dark knight no doubt has a power to drain his foes hitpoints to heal his own. and with me typing that i think that would be a super awesome way to deal with burn, being able to drain your enemies hitpoints to heal your non-leathal damage lol, that or i agree with cutting the damage delt to you to half level mininum 1 lol... now off to find some pancakes!

i wonder if IHOP is open at 1am....


Zwordsman wrote:


what does the vision seem like it wants to be to you? (not being snarky i'm curious)

It seems quite clear that the vision is a character who "casts from hitpoints", but also has no capability of recovering.

Others, for some reason, want to liken it to something it is not (adding Con to various other derived attributes).


Raphael Valen wrote:

great after reading the last few posts i want hot fluffy pancakes O.O lol besides that, i'm worried that to keep myself from having less hitpoints then a wizard from a D8 class by using my abilites, i AM going to have to min max, maxing out con at lv1 and sacrificing my other stats, i dont like min max characters, above averge con for a character of mine is 16 wich i'll put on a barbarian sine they get a use out of extra con besides hit points, but with the Kineticist i feel like i got to make sure i have as much hp as possible to be from being one shot by the BBEG's minion let alone the BBEG himself. i get cool abilites sure but if im using up my hitpoints for my abilites i feel i got to get something epic out of it, like a Dark Knight sacrifiing a bit of thier own life to deal a bunch of extra damage, but in turn that Dark knight no doubt has a power to drain his foes hitpoints to heal his own. and with me typing that i think that would be a super awesome way to deal with burn, being able to drain your enemies hitpoints to heal your non-leathal damage lol, that or i agree with cutting the damage delt to you to half level mininum 1 lol... now off to find some pancakes!

i wonder if IHOP is open at 1am....

IHOP is always open. At least the closest one to where I live some 380miles south (may be the furthers up north one.. not sure).

I don't think you need to min max too much, not more so than a blasty sorta wizard or focused archer. (to hit stat and casting stat for wizard, and to hit and damage stat for archer) it does stop you from just stickign the extra points from your point buy array into con like an archer might. but you can always stick it into will or str for a similar corollary
There will require more minmaxy if your intending to be almost soley melee though... Barb needs most of the phys stats. Kin mostly needs just con.
but as long as your burn points don't go over your con mod, then it won't be much different than any other d8 non con focused 3/4ths ranged class; like an archer who focuses on str and dex and a bow; they generally dont have much extra points for con. (except there will be some built in buffer since you'll be KO'd and not dead like a similar hp rolling 3/4ths class. due to your burn hp). Additionally there are things like Toughness and favored class bonuses. Toughness isn't bad, it's a good use for a feat. You can look at toughness as a "this feat grants one free burn that counts towards round and daily totals" in which case it seems pretty worthwhile in most builds. FCB is possibly minmaxy I guess.. but if it's focused on hp then that is also another free burn otuside of your con mod.

Humans will love this though.. extra feat into that human feat that lets you get hp and skill points as a FCB best of both choices.
Though I have a feeling there will be a higher HP bonus veresion of FCB. or likely play with burn numbers slightly.. like maybe lowering total nonlethal damages per burn by some ratio as you level up.

I did mention before it would be cool if you could drain your burn via a super finishing move but balance is wonky for sure on that.

In the end I think mostly it's just the weirdness of spending con points and not effectively having the hp from it. As it's shunted towards; to hit/damage via FTB, possibly defense, possibly burst damage. While still maintaining the fort bonus/con numbers for other aspects.
Just look at it as if you'd spent points mostly in the usual attack stat areas.

Like if you couldn't see the actual Stat block, nor the nonlethal damage you had.
You only can see your current total usuable HP (i.e. whats left after lethal damage) then saw your weapon/kblast to hitn damage and the like's totals. and saw your abilities you could use a certain amount of times(in this example you prepaid a certain amount of total uses).
It doesn't look too bad (working on the assumption that the skills and damage ability goes up). It looks like most any other 3/4th ranged styled character.
Melee centric folks might have some issues with HP though.


Rynjin wrote:
Zwordsman wrote:


what does the vision seem like it wants to be to you? (not being snarky i'm curious)

It seems quite clear that the vision is a character who "casts from hitpoints", but also has no capability of recovering.

Others, for some reason, want to liken it to something it is not (adding Con to various other derived attributes).

Ah I see I see..

Kind of hitting a semantic impass between some fellows then. Each one focusing on a different composite of the whole. Each side's total picture is very similar (hence.. I was somewhat confused as to what point you and others were trying to make concerning specific details) but the points along the chain are being focused on differently.

Don't think I can help there ~ Beyond my scope me thinks.

Thanks for explainin though!

Shadow Lodge

yeah most of my characters are human, simply cuase that extra feat is so awesome lol, though i am trying to get out of that rut by building a PFS elf evo wizard lol. and yay for IHOP! lol but still, those other classes have thier pool of abilites and use a pool to use them, we have a pool as well, but while they dont sacrifice anything to use thier pool besides number of uses, we have to sacrifie hit points and number of pool, at least thats what i take from it lol, personally now that i think about it i am loving the idea of draining your foes health to restore your non-lethal damage (not your burn) like something along the lines of

Wild Drain: as a ranged touch attack you may deal a foe lethal damage equal to half your lv (mininum 1) and recover twice as many non-lethal damage as long as said damage is brought about by Burn

lol wow i stink at making something look good and professional sounding hahaha XD thank the gods we have folks who know how to do that working at Paizo lol


Raphael Valen wrote:

yeah most of my characters are human, simply cuase that extra feat is so awesome lol, though i am trying to get out of that rut by building a PFS elf evo wizard lol. and yay for IHOP! lol but still, those other classes have thier pool of abilites and use a pool to use them, we have a pool as well, but while they dont sacrifice anything to use thier pool besides number of uses, we have to sacrifie hit points and number of pool, at least thats what i take from it lol, personally now that i think about it i am loving the idea of draining your foes health to restore your non-lethal damage (not your burn) like something along the lines of

Wild Drain: as a ranged touch attack you may deal a foe lethal damage equal to half your lv (mininum 1) and recover twice as many non-lethal damage as long as said damage is brought about by Burn

lol wow i stink at making something look good and professional sounding hahaha XD thank the gods we have folks who know how to do that working at Paizo lol

Yeah. it feels weirder to think of that chunk of nonlethal health as the "pool". It does feel like your losing more than a normal pool (and techincally you are) but that "burn pool" does a lot more than power one specific ability. (until you get over the FTB limit; at which point it's just painful for little benefit). I'll be more comfy with it assuming the general power levels go higher. I still wanna be able to burn myself to death though.

I would love to be able to drain enemy/transfer your burn to them.. but it would likely require them to be helpless or something and it would be insanely hard to word it in a way to prevent you from abusing it easily.. Like that sorta thing you just unload every bit of burn on the main boss, then just spend rounds eating the small guys, or even summon monsters to eat and heal

-----------

Random thought on the topic of removing burn and that limit break I like.
Perhaps allow you to "vent your burn".
This turns your non lethal into lethal and allows it to be healable, your FTB bonus stays, but you lose the ability to use any Burn skills for the rest of the day even if you haven't reached your limit. But the venting is a really epic attack of some kind.
Either focused down target or, more preferably to me. Choice of Cone or burst AOE on you--length of range determined by your current Burnx5feet? around you doing some large amount of damage.. can not modify with substance or form infusions since your just releasing it. POssibly also the choice of a focused shot, loses the AOE but gains range

It's probably too much damage but..
Burn amount x Kblast?
That.. really would be way too much I feel like. cause that oculd get really stupid big.
OH! Just have it do the burned hp you just turned from nonlethal into lethal to everyone in the effect. That feels more stable and way easier to guage as your finaly shot. and it's pretty similar to certain spells like harm and such except some form of aoe..

After you "Vent" you can heal to full, but your stuck with move action/specialization only for the rest of the day until you sleep 8 hours. So it's a big risk. Might be too abusable on bosses.. but i feel like it isn't much more abusable than a caster saving highest spell levels for the boss fight either

Shadow Lodge

Zwordsman wrote:
Raphael Valen wrote:

yeah most of my characters are human, simply cuase that extra feat is so awesome lol, though i am trying to get out of that rut by building a PFS elf evo wizard lol. and yay for IHOP! lol but still, those other classes have thier pool of abilites and use a pool to use them, we have a pool as well, but while they dont sacrifice anything to use thier pool besides number of uses, we have to sacrifie hit points and number of pool, at least thats what i take from it lol, personally now that i think about it i am loving the idea of draining your foes health to restore your non-lethal damage (not your burn) like something along the lines of

Wild Drain: as a ranged touch attack you may deal a foe lethal damage equal to half your lv (mininum 1) and recover twice as many non-lethal damage as long as said damage is brought about by Burn

lol wow i stink at making something look good and professional sounding hahaha XD thank the gods we have folks who know how to do that working at Paizo lol

Yeah. it feels weirder to think of that chunk of nonlethal health as the "pool". It does feel like your losing more than a normal pool (and techincally you are) but that "burn pool" does a lot more than power one specific ability. (until you get over the FTB limit; at which point it's just painful for little benefit). I'll be more comfy with it assuming the general power levels go higher. I still wanna be able to burn myself to death though.

I would love to be able to drain enemy/transfer your burn to them.. but it would likely require them to be helpless or something and it would be insanely hard to word it in a way to prevent you from abusing it easily.. Like that sorta thing you just unload every bit of burn on the main boss, then just spend rounds eating the small guys, or even summon monsters to eat and heal

-----------

Random thought on the topic of removing burn and that limit break I like.
Perhaps allow you to "vent your burn".
This turns your non lethal into lethal and...

hmm sounds cool hehe :3 also got to keep in mind i see alot of folks skimming over this, but we do have an actual pool of burn, 3+con mod, so even if we could heal the non-lethal (which would be awesome) we are still in fact limited like any other class in our pool amount lol


Zwordsman wrote:
Raphael Valen wrote:

-----------

Random thought on the topic of removing burn and that limit break I like.
Perhaps allow you to "vent your burn".
This turns your non lethal into lethal and...

That... would actually be pretty cool. Not sold on the specifics, but the one off burn out style attack based on how burned you are is neat.


Trogdar wrote:
Zwordsman wrote:
Raphael Valen wrote:

-----------

Random thought on the topic of removing burn and that limit break I like.
Perhaps allow you to "vent your burn".
This turns your non lethal into lethal and...

That... would actually be pretty cool. Not sold on the specifics, but the one off burn out style attack based on how burned you are is neat.

Yeah I am no master of mechanics or balance.. but I love the idea.

I would prefer it be an AoE effect of some kind myself, or togglable from targeted and aoe. Seems to mentally fit. Might be cool if it was untyped energy so it could bypass resistances and it's just pure psychic channely energyness. As a way for mono focused folks to bypass their issues at great cost once


Aetherkintetics would obviously have to go phoenix force for a few rounds, that would be one way to end the party with a bang.


Trogdar wrote:
Aetherkintetics would obviously have to go phoenix force for a few rounds, that would be one way to end the party with a bang.

Total Player Kill via Phoenix Friendly Fire


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Artanthos, every time I see you post about 'burn is a good benefit' it always revolves around being a hydrokineticist, or using elemental form, or both.

So basically, as long as you are playing a hydrokineticist, or a geokineticist, and you spend the entirety of your life forever shapeshifted into an elemental, then Fuel the Burn and the drawbaacks of Burn have a healty pay off.

But you know what? Not every one is going to play that way. It's this little point and fact that you seem incapable of grasping.

What about the Pyrokineticists? Or the Aerokineticists? Especially if they don't want to be forever forced to be an elemental? How about the Telekineticist who is incapable of being an elemental? Have you stopped to consider those?

Have you stopped to consider the trade off of Burn when you're not playing in the most optimal way possible!?!?!

If you play the class in the most optimal fashion possible, yes, burn is worth the trade. Deviate even a little from the most optimal method of play, and you start seeing seriously negative returns on your burn investment.


Tels wrote:

Artanthos, every time I see you post about 'burn is a good benefit' it always revolves around being a hydrokineticist, or using elemental form, or both.

So basically, as long as you are playing a hydrokineticist, or a geokineticist, and you spend the entirety of your life forever shapeshifted into an elemental, then Fuel the Burn and the drawbaacks of Burn have a healty pay off.

But you know what? Not every one is going to play that way. It's this little point and fact that you seem incapable of grasping.

What about the Pyrokineticists? Or the Aerokineticists? Especially if they don't want to be forever forced to be an elemental? How about the Telekineticist who is incapable of being an elemental? Have you stopped to consider those?

Have you stopped to consider the trade off of Burn when you're not playing in the most optimal way possible!?!?!

If you play the class in the most optimal fashion possible, yes, burn is worth the trade. Deviate even a little from the most optimal method of play, and you start seeing seriously negative returns on your burn investment.

even missing out on the FCBs (some people will go for skill points, some for racial ones later released) and toughness ('but it's so boring!') alone will kick you in the throat--mismanage your burn reductions or use too many exotic abilities and your character will be extremely short-lived, or your cleric will resent you forever for tying him up constantly healing your unconscious self when he could be Hold Monster-ing in every encounter post-morning.

this is on top of the inherent issues of choosing, say, firebend--er, firekinesis for thematic reasons, since you're the most-resisted type and have crap defenses on top of burning yourself to near-death if you're not watching yourself like a hawk, on top of being shut down fairly handily by common DR (alignment)


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From what I gather, the class is okay DPS-wise given:

You use a touch-blast. They're just better.

You have the bonus from Air or Fire elemental form, fluffed as an elemental or not depending on your GM.

You have your Feel the Burn bonus maxed.

All three of these have problems:

The physical blasts being a trap-option isn't something people want.

People don't want to be forced to pick the Elemental Form and constantly be an elemental, but its mechanically super-good for Air and Fire to gain up to +3/+2 to-hit that basically stacks with everything. And the other bonuses mean the form is first choice for everyone who can pick it.

Burn feels like it should be something people use in clutch situations, to squeeze out extra power needed to overcome a challenge, not part of the morning routine while the caster is preparing spells, but it seems pumping your defences each day to have Feel the Burn active on round 1 of combat is the 'correct' choice. The thematics of burn are totally against the mechanics of it. The mechanics of a class pumping Con just to have average HP after burn also feel like a mechanics vs thematics clash. Feel the Burn as a class feature works for balance, but it doesn't make any sense in how it works. Maybe if burn was somehow per-encounter, like lasting for 10 minutes, instead of all day, it'd feel reasonable.

RPG Superstar 2014 Top 16

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Lyee wrote:
Burn feels like it should be something people use in clutch situations, to squeeze out extra power needed to overcome a challenge, not part of the morning routine while the caster is preparing spells...The thematics of burn are totally against the mechanics of it.

This. At least, I also see it this way myself. Do others disagree? If so, why?

Liberty's Edge

Mikael Sebag wrote:
Lyee wrote:
Burn feels like it should be something people use in clutch situations, to squeeze out extra power needed to overcome a challenge, not part of the morning routine while the caster is preparing spells...The thematics of burn are totally against the mechanics of it.
This. At least, I also see it this way myself. Do others disagree? If so, why?

This is definitely my issue as well. I feel like Feel The Burn should work somewhat differently mechanically to encourage this, as, perhaps, should the defensive powers.


Rynjin wrote:

How does it make sense? Why, logically, do you think it works this way?

What in-universe explanation is there for unhealable damage when people can regrow limbs, create an entire body that's been turned to dust and then call back someone's spirit from the afterlife, or even resurrect a corpse that is long dead and possibly doesn't exist any more (with the quite reasonable time limit of 200 years)?

Why, when all of that, can a Bard only inspire people with their singing for, like, 12 seconds per level per day? Why can a Barbarian only rage for 12 seconds per level per day? Why can a Rogue with Honeyed Words only speak well 1-4 times per day? Why can a Brawler only knock people out 1-3 times per day? Why any arbitrary limit on use for any ability for any class? Burn being unhealable is not the weirdest restriction on class abilities out there, sorry.

Tels wrote:

Artanthos, every time I see you post about 'burn is a good benefit' it always revolves around being a hydrokineticist, or using elemental form, or both.

So basically, as long as you are playing a hydrokineticist, or a geokineticist, and you spend the entirety of your life forever shapeshifted into an elemental, then Fuel the Burn and the drawbaacks of Burn have a healty pay off.

But you know what? Not every one is going to play that way. It's this little point and fact that you seem incapable of grasping.

What about the Pyrokineticists? Or the Aerokineticists? Especially if they don't want to be forever forced to be an elemental? How about the Telekineticist who is incapable of being an elemental? Have you stopped to consider those?

Have you stopped to consider the trade off of Burn when you're not playing in the most optimal way possible!?!?!

If you play the class in the most optimal fashion possible, yes, burn is worth the trade. Deviate even a little from the most optimal method of play, and you start seeing seriously negative returns on your burn investment.

Actually, the only "bad" elemental form is Earth, unless you're making a Strength based melee build. Fire still gets Dex and some fire resistance. Fire does have a terrible defense, but if you have to spend Burn anyway, it certainly doesn't hurt to deal more damage. Air's is only ok for Burn purposes. Earth is great early on for Burn, but by mid levels is lousy. Aether and Water have awesome defenses to spend Burn on, though, so it's totally worth doing for them.

You're also forgetting that everyone, by level 7, has the opportunity to take a second element. Unless you want Aether/Aether (and, I mean, why?) you will have access to Kinetic Form.

And remember, we've also only seen a fraction of the total number of Wild Talents actually slated for the book. For all we know, additional great buffs might exist for other elements that follow the same conceptual format as Kinetic Form (i.e. Buff X all day, or Y Burn for Buff X+1 all day).

That said, I think it is widely agreed upon that Kinetic Form has to change. The buffs are awesome, but I haven't seen anyone actually happy about transforming into an elemental to get them.

Mikael Sebag wrote:
Lyee wrote:
Burn feels like it should be something people use in clutch situations, to squeeze out extra power needed to overcome a challenge, not part of the morning routine while the caster is preparing spells...The thematics of burn are totally against the mechanics of it.
This. At least, I also see it this way myself. Do others disagree? If so, why?

I would only agree if Feel the Burn did not exist. Feel the Burn is basically getting a rush of awesome from the pain of holding these elemental forces in check in your body. It makes a lot of sense to push your body to the edge of its limits in the morning to feel that super charged rush all day. I just imagine Feel the Burn to be like wearing braces. Anyone who ever had them, do you remember how you would bite down and it would kind of hurt, but like in a good way, so you'd do it anyway? Yeah, that's Feel the Burn.


mplindustries wrote:
Why, when all of that, can a Bard only inspire people with their singing for, like, 12 seconds per level per day? Why can a Barbarian only rage for 12 seconds per level per day? Why can a Rogue with Honeyed Words only speak well 1-4 times per day? Why can a Brawler only knock people out 1-3 times per day? Why any arbitrary limit on use for any ability for any class? Burn being unhealable is not the weirdest restriction on class abilities out there, sorry.

It is very much the weirdest, because it's not just an arbitrary limit imposed by the class, it hijacks a normal mechanic and then for some reason doesn't interact with things that affect that mechanic properly.

Coupled with the fact that for all of those except the Rogue's repeated ad stupid limits ond oing mundane things you can say it was for balance reasons. Not so here, since the boosts aren't really that huge in most cases, unless you're the Hydrokineticist, which is great (probably because Mark has a crush on Katara and Korra. =p), which still isn't OMGWTFBBQ levels of good that it requires handwavey unhealable damage effects to balance.

If Burn were healable it would pretty much fix all my problems with it. Hell, even "Only healable while any abilities that use Burn are not in effect" is a lot better, making them a lot like a Dragon Age: Origins Blood Mage who uses HP to cast toggleable abilities that usually take away a portion of their max mana*.

*I'm not 100% sure that trick works, but you get the idea.


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mplindustries wrote:

Actually, the only "bad" elemental form is Earth, unless you're making a Strength based melee build. Fire still gets Dex and some fire resistance. Fire does have a terrible defense, but if you have to spend Burn anyway, it certainly doesn't hurt to deal more damage. Air's is only ok for Burn purposes. Earth is great early on for Burn, but by mid levels is lousy. Aether and Water have awesome defenses to spend Burn on, though, so it's totally worth doing for them.

You're also forgetting that everyone, by level 7, has the opportunity to take a second element. Unless you want Aether/Aether (and, I mean, why?) you will have access to Kinetic Form.

And remember, we've also only seen a fraction of the total number of Wild Talents actually slated for the book. For all we know, additional great buffs might exist for other elements that follow the same conceptual format as Kinetic Form (i.e. Buff X all day, or Y Burn for Buff X+1 all day).

That said, I think it is widely agreed upon that Kinetic Form has to change. The buffs are awesome, but I haven't seen anyone actually happy about transforming into an elemental to get them.

I didn't say any of the Kinetic Forms were bad, but that there are probably lots of people who don't want to be forced to become an elemental in order to play a functional class.

Frankly, if I want to play someone like Natsu from Fairy Tail, I don't want to have to be forced into Kinetic Form to do it.

However, the major point of that post is that Artanthos is still focusing only on discussing elements of the class from an optimized approach.

Spending burn on your defense is great... If you're a hydro or geo kineticist.

Spending burn on Kinetic Form is great... If you're okay with being forced to take the form of an elemental for the entirety of your life from that point on.

Aether's defense is only good for the first 2 points of burn spent, after that, the trade off nose dives. However, taking the additional burn to offset the FtB bonus might be a decent trade off, especially if you're accuracy starved.

Air's defense is rather 'meh' and hardly worth the burn (unless up against a lot of archery), and fire's is straight up awful and should never, ever, be used.

There are optimal ways to get the most out of every point of burn, this is true. But the class should not be forced into an optimal path in order to function well. I should be able to play a pyrokineticist, organically, and not feel like I'm royally screwed in my burn options.


Rynjin wrote:
mplindustries wrote:
Why, when all of that, can a Bard only inspire people with their singing for, like, 12 seconds per level per day? Why can a Barbarian only rage for 12 seconds per level per day? Why can a Rogue with Honeyed Words only speak well 1-4 times per day? Why can a Brawler only knock people out 1-3 times per day? Why any arbitrary limit on use for any ability for any class? Burn being unhealable is not the weirdest restriction on class abilities out there, sorry.

It is very much the weirdest, because it's not just an arbitrary limit imposed by the class, it hijacks a normal mechanic and then for some reason doesn't interact with things that affect that mechanic properly.

Coupled with the fact that for all of those except the Rogue's repeated ad stupid limits ond oing mundane things you can say it was for balance reasons. Not so here, since the boosts aren't really that huge in most cases, unless you're the Hydrokineticist, which is great (probably because Mark has a crush on Katara and Korra. =p), which still isn't OMGWTFBBQ levels of good that it requires handwavey unhealable damage effects to balance.

If Burn were healable it would pretty much fix all my problems with it. Hell, even "Only healable while any abilities that use Burn are not in effect" is a lot better, making them a lot like a Dragon Age: Origins Blood Mage who uses HP to cast toggleable abilities that usually take away a portion of their max mana*.

*I'm not 100% sure that trick works, but you get the idea.

I only ever played the first Dragon Age, but in that one, Blood Magic imposed a healing penalty, making it harder to heal you while Blood Magic was activated. But one way you could abuse it was use Blood Magic on your offensive/defensive spells, then turn it off and use your healing magic (drawn from your mana pool) to heal your damage, then switch back.

Honestly, I would not be at all opposed to something like Blood Magic for the Kineticist. Something like...

When the Kineticist is currently benefiting from an ability that inflicts burn, the Kineticist takes a reduction in healing equal to 5% per point of burn, rounded down. For example, if Kyra healed Katara for 20 hit points, but Katara had her Water Shield activated and 3 burn points, Katara is only healed for 17 points of damage.

With this method, I would reduce Burn damage to only half your class level, but still be unhealable, while normal damage becomes harder to heal while a buff is currently active.

Scarab Sages

Rynjin wrote:

Which is still not the same thing as adding Con to anything except HP.

Willful ignorance cannot be fought.

You build your characters your way, without taking advantage of the classes features. I will build my characters my way, taking full advantage of burn.

Oddly enough, I have experienced none of your problems, but you are free to build how you wish.


I still think the Force Ward is awesome no matter how many Burn I pay (I will trade 2 hp for 1 regenerating hp that blocks on hit effects all day).

That said, turning off your burn makes sense and would be cool, but it would require a reimagining of the burn system. Everything you spend burn on would have to last until you lost the burn. Substance/form infusions would last until you turned them off. Composites would change the composition of your blast until ut turned off. Metakinesis would be a toggle, too. It would be cool, but I feel like it would be a totally different class at that point.


Just want to ask, am I the only one who does want some way to become a giant elemental? Though... I'll admit that it shouldn't be required to be decent in the class and you shouldn't be in it permanently... and that you probably should be able to use both your elements at once with it or something.

Scarab Sages

Tels wrote:
Artanthos, every time I see you post about 'burn is a good benefit' it always revolves around being a hydrokineticist, or using elemental form, or both.

I've not even built a hydrokineticist. I've posted a geokineticist and an aerokineticist.

Force Ward is an equally viable defense to generate burn, starting at low level. The only one who gets shafted on a good way to generate burn before level 7 is the pyrokineticist.

Quote:
Have you stopped to consider the trade off of Burn when you're not playing in the most optimal way possible!?!?!

How much sympathy would you have for a charisma focused barbarian who complained about low DPR? How much sympathy for an archer that failed to take precise shot?

As a player you make the choices that define your character. Some of those choices are more functional than others.


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Artanthos wrote:


Willful ignorance cannot be fought.

As you so often show.

Artanthos wrote:
You build your characters your way, without taking advantage of the classes features. I will build my characters my way, taking full advantage of burn.

Take advantage of Burn, don't take advantage of Burn, take enough Burn to make yourself pass out, the fact remains that you are in now way adding Con to anything other than your HP, Fort saves, number to determine when you die, and Blast damage.

It does not add to HP, DR, to-hit, damage beyond its basic modifier, miss chance, size, or anything else you would like to credit it with.

Burn does that. In a roundabout way HP does that.

Con does not do that.

Artanthos wrote:
Oddly enough, I have experienced none of your problems, but you are free to build how you wish.

Thank you, Captain Obvious, I had not realized that you, as a person who likes the mechanic, have not experienced the problem I have (which is, funnily enough, that I simply DON'T LIKE THE MECHANIC).

That's like me saying "I don't like squash. It makes me throw up." (true story, I can't help myself.) and you retorting with "Well, I love squash. I haven't experienced any of your problems, but you're free to vomit as you wish."

Artanthos wrote:

How much sympathy would you have for a charisma focused barbarian who complained about low DPR? How much sympathy for an archer that failed to take precise shot?

As a player you make the choices that define your character. Some of those choices are more functional than others.

Usually there is some sort of middle ground between terrible and functional.

The optimal Barbarian is a Beast Totem Spell Sundering Ragemachine.

However, a Barbarian does not require those things to be exceptional. Dragon Totem, Spirit Totem, Celestial Totem all provide unique, powerful benefits.

Rage Powers other than Superstition/Spell Sunder/Witch Hunter can provide viable, powerful options.

In this thread two things have become pretty much unanimously clear: You NEED Feel the Burn, and you NEED Kinetic Form (Unless you're Earth and trying to do ranged or Aether, in which case you're SoL) to function at a viable level.

Essentially you're saying that it is perfectly fine that the BTSSRm Barbarian is the only viable option, and that's 100% okay.


Artanthos wrote:
Tels wrote:

Quote:
Have you stopped to consider the trade off of Burn when you're not playing in the most optimal way possible!?!?!

How much sympathy would you have for a charisma focused barbarian who complained about low DPR? How much sympathy for an archer that failed to take precise shot?

As a player you make the choices that define your character. Some of those choices are more functional than others.

There is a rather large difference between building something like that, where they have completely neglected their classes role/abilities, and someone who just doesn't feel like playing as an elemental all the time, or someone who wants to try a different set up but is still trying to make something useful.


Pathfinder Starfinder Roleplaying Game Subscriber

Well, I do hope the final product will introduce Wild Talents that are competitive with Kinetic Form, I'm sure there will be plenty more. Personally, I kind of like the idea of having two versions. One where you actually turn into an elemental, size changes and all, just because I like the idea of turning into a giant stone golem, or an enormous firebird, or whatever. And one where you can just power yourself up but remain mostly yourself, perhaps your hair changes colors and your eyes become blank or somesuch, but ultimately leaving the exact nature of the change to the player. Perhaps it would be less powerful, given you don't have to deal with size changes, I'm not sure.

I also would like some way to shoot blasts when you don't necessarily have arms, as might be the case if you do turn into an elemental. Perhaps a feat, or perhaps a magic item, I'm not sure. And I have no idea where these accusations that I'm envisioning a rare few Kuthite Joyful Things who have found that their dismembered state has not only concentrated sensation on their remaining flesh but their liberated mins, freed from the prison of moving (much) with their physical forms, has also allowed them to move things and themselves with their minds - thus turning them into telekinetics - are coming from...wait, no one was accusing me of that? ...moving on...

Another idea, though this might be something for an archetype, would be something like wild empathy, except for creatures with the air, earth, ethereal, fire, or water subtypes who have an Intelligence of 1 or 2, and offering a bonus on Diplomacy against the rest, perhaps...I just have a mental image of creatures of that element being able to sense your connection with it, and finding themselves more inclined to like or respect you, depending on your behavior and their own inclinations, though that still might not matter much depending on the situation.

I'd also kinda like a high level ability to use Gate, but only to the elemental/ethereal planes (and hopefully back to the Material Plane), depending on your element(s). Probably with some burn as a price tag, but I feel like being able to potentially travel to the elemental planes or call upon allies of their element is something the most powerful of kineticists ought to be able to do.

Sovereign Court

I honestly think the bigger problem than Burn "needing to be played optimally" is the elements being unbalanced in terms of utility, defenses and how useful their blasts are. Fire and Aether just suck in general due a to a lack of good talents and access to only one blast (though at least Aether gets Force Ward.)

Outside of these elements being pretty woefully underpowered on their own, I guess I can see the problem other people have with the flavor of taking burn at the beginning of the day to fuel always-on abilities, but it works so well in practice I can overlook it, myself.

Seriously, I think the players complaining about Burn are never going to be swayed because they just don't like it, even if if the trade-off was ten times as much.

Scarab Sages

Lukas Stariha wrote:
I honestly think the bigger problem than Burn "needing to be played optimally" is the elements being unbalanced in terms of utility, defenses and how useful their blasts are. Fire and Aether just suck in general due a to a lack of good talents and access to only one blast (though at least Aether gets Force Ward.)

Nobody disagrees on any of these points. A consensus was reached early in the play test and Mark already plans to address most of the issues.

Scarab Sages

DomonKashu wrote:
There is a rather large difference between building something like that, where they have completely neglected their classes role/abilities, and someone who just doesn't feel like playing as an elemental all the time, or someone who wants to try a different set up but is still trying to make something useful.

A fair number of different builds have been posted using a variety of play styles. The only thing all the effective builds have had in common is intelligent usage of Burn.

Sovereign Court

Artanthos wrote:
Lukas Stariha wrote:
I honestly think the bigger problem than Burn "needing to be played optimally" is the elements being unbalanced in terms of utility, defenses and how useful their blasts are. Fire and Aether just suck in general due a to a lack of good talents and access to only one blast (though at least Aether gets Force Ward.)
Nobody disagrees on any of these points. A consensus was reached early in the play test and Mark already plans to address most of the issues.

I wasn't saying it was in disagreement, I was addressing that I think that plays a large part in why some people feel Kineticist Burn is "Only by playing perfectly optimally does this work"

On a completely different note, throw my hat in for infusions not being locked to specific blasts. Aside from just being confusing to parse through, (Does ___ apply to air or just to air blast??) it's just needlessly restrictive to force certain builds only to get a single desirable infusion.

Shadow Lodge

hmm from what it seems like, one problem that folks notice that should be fixed is that like any other character we have a Burn pool, not a imaginary pool, but 3+Con mod per day, but unlike other characters that have similar pools to use abilites we're left sort of on the sideline, a Magus who uses up all his Arcane pool is still standing strong, and can lean on thier own fighting ability and spells. when we use up our pool we end up almost half dead sometime over half dead, but it seems just getting the all day buffs is worth it to alot of folks, and i can see that it can be, but like others said, who wants to be a element for rest of your life lol, i mean i have no idea what the final version is going to look like after staying up with this thread, so much has been posted and no doubt Mark will take in pretty much all of our suggestions and find what works to have both a funtional and fun class lol so yeah i still love this class out of any of the new classes and i cant wait to see what happens next with it lol ^^


Yeah, I am not really seeing any problem with Aether. It lacks kinetic form and that's kind of it. If I had to rank the Power of the elements, I would probably say:
Water
Aether = Earth
Air
Fire

However, I think that Air is the most boring overall because they are ill suited to doing anything other than fly around and blast from really far away. Fire is almost as bad. But I feel like Aether, Earth, and Water have some fun stuff to do if they got enough wild talents to actually take the fun stuff.

Scarab Sages

Air with water as a secondary makes for a good switch hitter.


Aether also has a bad defense. Trading HP for half that number in HP that regenerates FAAAAAAAAAR too slowly to be a worthwhile trade is pretty bad.

Not as bad as "I Burn HP so that when things hit me they take a piddling amount of damage!", but still bad.


Does a magus/kineticist with broad study work? if it can then cant i pair a cunductive weapon with spell combat for 2 blasts a round and a full attack. one of which can have a 17-20crit range


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I can't see this argument getting any better at this point unless we agree on a new focus for the thread, or Mark steps in and gives us a new toy to look at for him. Mark, if you have a potential solution for making these people happy, I'd bring out a prototype and tell both sides to knock it off and play fair.

In the meantime, let's try to find a solution instead of repeating the problem.

Problem : 3 groups of people have different views of where this class should go with Burn/FtB.

Solution : 3 different archetype packages addressing burn, which are limited in scope such that they can be combined with most other archetype packages, which would be designed so as not to overlap the burn alternative packages.

Solution : Find a middle ground that satisfies all parties.

Solution : Acknowledge the difference of opinion but fail to address it properly, effectively hand waving and isolating a portion of the community.

Solution : Make the class so powerful that nobody cares how burn works or not because it isn't remotely needed to be awesome, thus hand waving and isolating an entirely separate portion of the community who prefers a balanced game system than any particular class being playable.

Does anyone else have another solution? So far my brainstorming has come up with Archetypes being the most likely answer, and one that Mark has already discussed, with middle ground being the second choice, but significantly harder to make work because of how different the three groups are.

For those not paying attention, the three groups are :
Burn is okay as is, with varying levels of satisfaction with the power levels and risk/reward ratios of it in its current form, generally trending towards "now make it a little stronger and we'll be okay"
Burn shouldn't be a wake and go emo ability, our morning ritual shouldn't cost us half our life right off the bat.
Burn is a terrible idea and someone should suffer it.

These are the three groups as I've noted them. Please correct me if I've misrepresented anyone in this.

Now, who would like to join in productive conversation where we essentially pretend one of the solutions has already occurred and that we've been asked to decide how it should work? It makes far more sense to pick and refine a solution than to ♧|÷《# about the problem.


Artanthos wrote:
DomonKashu wrote:
There is a rather large difference between building something like that, where they have completely neglected their classes role/abilities, and someone who just doesn't feel like playing as an elemental all the time, or someone who wants to try a different set up but is still trying to make something useful.
A fair number of different builds have been posted using a variety of play styles. The only thing all the effective builds have had in common is intelligent usage of Burn.

But almost all of them are relying on Elemental Body. If that is the only "intelligent usage of Burn" the class has then there is a problem. And arguing about Charismatic Barbarians as if that was the same as simply not wanting to be an elemental all day every day can come off as dismissive of people who would want to not be a cookie cutter character and build there own. This is why my friends and I stopped playing 4th-ed and having read over 5th will probably not be playing much of that either, when there is one good choice and a lot of bad ones the class suffers.


Artanthos wrote:


How much sympathy would you have for a charisma focused barbarian who complained about low DPR? How much sympathy for an archer that failed to take precise shot?

As a player you make the choices that define your character. Some of those choices are more functional than others.

Wouldn't a Cha focused Barb with spirit totem be decent? They get Cha to dam for their spirits.

Rage still boosts attacks.
They'd be a little bit off, but not suboptimal or sucky.

Now Int focused Barb would be weak (nothing boosted by Int) unless multiclassed.


You'd end up with a barb with spirit totem and eldritch heritage. That doesn't sound bad.

Scarab Sages

DomonKashu wrote:
Artanthos wrote:
DomonKashu wrote:
There is a rather large difference between building something like that, where they have completely neglected their classes role/abilities, and someone who just doesn't feel like playing as an elemental all the time, or someone who wants to try a different set up but is still trying to make something useful.
A fair number of different builds have been posted using a variety of play styles. The only thing all the effective builds have had in common is intelligent usage of Burn.
But almost all of them are relying on Elemental Body. If that is the only "intelligent usage of Burn" the class has then there is a problem. And arguing about Charismatic Barbarians as if that was the same as simply not wanting to be an elemental all day every day can come off as dismissive of people who would want to not be a cookie cutter character and build there own. This is why my friends and I stopped playing 4th-ed and having read over 5th will probably not be playing much of that either, when there is one good choice and a lot of bad ones the class suffers.

Aetherkineticist may, or may not, have access to elemental body at 10th level depending on build. Force Ward remains viable for the classes entire lifetime and an Aether/Aether kineticist can deal force damage, which nearly nothing can mitigate.

Liberty's Edge

Artanthos wrote:


Aetherkineticist may, or may not, have access to elemental body at 10th level depending on build. Force Ward remains viable for the classes entire lifetime and an Aether/Aether kineticist can deal force damage, which nearly nothing can mitigate.

No. An aether kineticist can get kinetic form at level 16 if they have another element.

Playtest wrote:


EXPANDED ELEMENT
Element universal; Type Su; Level 4; Burn —
Prerequisites kineticist level 7th
You learn how to use another element or expand your understanding of your own element. Choose any element,including your primary element. You gain one of that element’s simple blast wild talents that you do not already possess, if any. You also gain all composite blasts whose prerequisites you meet.
If your chosen element is different than your primary element, you can learn 1st-level wild talents from that element. At 10th level, you can learn 4th-level wild talents from that element. At 16th level, you can learn 6th-level wild talents from that element. At 15th level, you can select this wild talent a second time. If you do so, you must choose a different element than the one you chose the first time you selected this wild talent.

KINETIC FORM
Element air, earth, fire, or water; Type Sp; Level 6; Burn 0
Prerequisites kineticist level 10th
You can call forth your element and infuse it into your entire body. You gain elemental qualities of a type of elemental that matches any of the elements you possess as if by casting elemental body I. By accepting 2 points of burn, until the next time you recover burn, whenever you use kinetic form, you can instead gain the benefits of elemental body II. When using kinetic form, you never gain the earth glide, whirlwind, or vortex abilities.

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