So lets talk about the Solarian problem...


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You can have virtually the same saves as the technomancer plus spellbane (F9 R9 W9) with a S22 D19 C14 I12 W10 C18.

My soldier at 10 would have (F9 R10 W9).
The technomancer I list above would have (F9 R8 W9).

I think you make the assumption that every class is going to optimize for saves, when in reality, they are not. My soldier will have a 10WIS, because I would rather have a 14INT over 14WIS.

Dark Archive

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Lord six pages and I'm still waiting to see what the problem with solarians are.


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They have slightly worse saving throws than other similar characters and rely on Charisma (unless you multiclass) meaning that unless you're trying to be a party-face melee specialist, another class would be slightly more optimal for the majority of situations.

Compared to "core rogue versus core druid" or "core paladin versus core fighter" it seems pretty minor to me.


It does seem like a minor issue to me. I don't consider 10% nearly as earth shattering a difference as the pathfinder class differences. However I like to see everyone happy so I'm down for a saving throw boosting revelation in a later book.

Dark Archive

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Wait that's the problem? That they don't have as good saves as Soliders and use charisma (and as far as I can see still do a good job at melee)?


Yeah to sum up what I've gotten. I think it is mostly charisma as their resolve stat which makes them "mad" and because of the mad they are going to have 2 less on fort and reflex saves then a soldier*.
*If built optimally for damage*

I think a nice revelation to boost saves a bit would make them all happy. or having wisdom as their resolve stat.


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mike roper wrote:
Wait that's the problem? That they don't have as good saves as Soliders and use charisma (and as far as I can see still do a good job at melee)?

That's the core of my complaints, yes. Though as I've said: My issue is with Charisma as a stat, specifically. It's also a complaint I can level at the Envoy, that Charisma feels like half a stat compared to the others.

Dark Archive

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OK well yes charisma is not as strong A Stat as say Dex. Everyone knows that and as far as Mad goes I can see that but that's nothing new (don't mean to do the look at pathfinder x but it's the same designers). But it seems that you get more class power right? To balance out having to take charisma. I mean if you do almost as much damage or the same damage as a strength based soldier then you have to be getting power from somewhere right?


mike roper wrote:
OK well yes charisma is not as strong A Stat as say Dex. Everyone knows that and as far as Mad goes I can see that but that's nothing new (don't mean to do the look at pathfinder x but it's the same designers). But it seems that you get more class power right? To balance out having to take charisma. I mean if you do almost as much damage or the same damage as a strength based soldier then you have to be getting power from somewhere right?

See I think that is where the argument is at from what I can tell. some people feel that the other solarian class features make up for it and some say that the revelations aren't good enough to make up for it.


mike roper wrote:
Wait that's the problem? That they don't have as good saves as Soliders and use charisma (and as far as I can see still do a good job at melee)?

They are behind on saves (usually by about a +2) vs other classes due to being the only class in the game to effectively have three "required" ability scores that don't lend themselves to such.

It isn't insurmountable, but in a game as highly tuned as they made Starfinder it is an issue.

They have Int +4 skills - But have an ability that boosts 6 specific skills. Meaning in order to take advantage of this they really do need to have at least a 12 Intelligence (if Human) or a 14 if not.

If they use any revelations that require a save (which they all do, as it cannot be avoided) they need to be able to have a reasonable chance of enemies failing it. They, like all classes, also need resolve.

Typically they will have to raise (if they are melee, and since the base class only gets Advanced Melee Weapons and Small Arms we have to assume they are intended to be so) Strength, Dexterity, and Charisma very frequently. Leaving only 1 slot left over to choose, when increasing skills, to place it in Con, Int, or Wisdom. This usually results in having lower saves over-all because unless one is doing an incredibly generalist build (no other class is forced to do this) they cannot "specialize" in any character aspect.

No other class in the game has these issues with the exception of the Envoy, though by its nature it is not a combatant class and has greater than 4 + Int skills. (Having 8 + Int, which, by the by could ALSO solve the Solarian Problem.)

If we assume that the Envoy and Engineer are intended to be ranged combatants (their default does not list either way) then we see they primarily need:

Dexterity and Charisma (Envoy)
Dexterity and Intelligence (Mechanic)

These both allow raising Dexterity, Wisdom, and Constitution at every level without issue.

The Mystic:
Dexterity and Wisdom

This allows the raising of Dexterity, Wisdom, and Constitution at every level with another ability of their choosing.

The Operative:
Dexterity

This allows the raising of Dexterity, Wisdom, and Constitution at every level with another ability of their choosing.

The Solarian:
Strength, Dexterity, and Charisma

This allows the raising of Strength, Dexterity, and Charisma at every level, disallowing the raising of Constitution (for HP/Fort saves,) Intelligence (needed to get at least 6 skill points/Level), or Wisdom (for Will Saves), which is a penalty no other class deals with.

It is possible to play a non-melee Solarian, which actually can solve this issue (but really makes the class weird given what it has) to allow for Dexterity, Constitution, Wisdom and Charisma every raise, but still has the Intelligence issue.

The Soldier:
Dexterity or Dexterity and Strength

The Soldier can raise Dexterity, Strength, Wisdom, and Constitution at every level without sacrificing their resolve skill, or any other issue. If they are non-melee they can also raise Intelligence in place of strength.

The Technomancer:
Dexterity and Intelligence

The Technomancer can raise Dexterity, Intelligence, Wisdom, and Constitution at every level.

-----

This isn't to say that Solarians are not playable, they are. This is a pretty obvious oversight though, since they are the only class that can't raise their saves every level and meet their class resolve stat and their class's attack stats.

This wouldn't be so big of an issue if they didn't have class abilities that called for higher than 4+Int Skills (if an int 10 would do) or if they weren't forced to use Charisma for their save DCs and Resolve.

You can if you ignore Sidreal Influence and ignore your save DCs (and in fact the fact that most Solarian players avoid the Save DC revelations because of this) and are willing to have the average lowest Resolve in the group meet the benchmarks that literally every other class can hit without struggle, strife, or sacrifice.

-----

How could this be fixed:

1. Increase the Solarian to 6 + Int skills. This wouldn't completely fix it, but it would make it a heck of a lot easier to handle.

Likelihood of Paizo doing this: Low to none - It would require a serious errata.

2. Create a Solarian Revelation at a later date that increased Saves. Something like a Graviton Revelation that increased Will Save by 1/2 Charisma Bonus if unattuned, or by Charisma Bonus if attuned. Then a Photon Revelation that increased Fort save by 1/2 Charisma Bonus if unattuned or by Charisma bonus if attuned.

Likelihood of Paizo doing this: Moderate to high - This would require Paizo to acknowledge the issue and would only require 2 low level Revelations. This would resolve the problem easily.

3. Do nothing. This is honestly the most likely outcome. We have no reason to believe that Paizo acknowledges the issue and the game won't be crippled if it isn't. It will simply be known, as it more or less already is, that the Solarian is a little lacking and has some poor design decisions behind it.


Hmm maybe a feat to let you use charisma instead of wisdom on will saves (of course then their will be complaints about feat taxes.)
Basically it seems charisma doesn't do enough.

I think I would let my Dex and Str suffer a little one less ac 1 less + to hit and damage. To keep my charisma up a fair amount so its really only a 5% decrease. hmm

easiest way is still a revelation that gives bonus to saves.


Vidmaster7 wrote:

Hmm maybe a feat to let you use charisma instead of wisdom on will saves (of course then their will be complaints about feat taxes.)

Basically it seems charisma doesn't do enough.

I think I would let my Dex and Str suffer a little one less ac 1 less + to hit and damage. To keep my charisma up a fair amount so its really only a 5% decrease. hmm

easiest way is still a revelation that gives bonus to saves.

Pretty much, a revelation or pair of revelations could fix the issue easily and cleanly. Even a feat that allowed you to change your primary Ability Score would be nice.

I mean, it feels almost like a typo that Charisma is the stat. Like it should have been Wisdom.


Could also just let them pick from two stats for their key stat like Soldiers do. Str or Cha would make sense.


Patryn- wrote:
Could also just let them pick from two stats for their key stat like Soldiers do. Str or Cha would make sense.

Honestly, if that was allowed I'd want them to get access to some more 'I can do whenever' charisma-based blasting. To make charisma a more even choice. As taking Strength would basically never be the wrong option there even if you DO also want to have a decent charisma, as strength is the attack stat and will almost always be your priority.


Ikiry0 wrote:
Patryn- wrote:
Could also just let them pick from two stats for their key stat like Soldiers do. Str or Cha would make sense.
Honestly, if that was allowed I'd want them to get access to some more 'I can do whenever' charisma-based blasting. To make charisma a more even choice. As taking Strength would basically never be the wrong option there even if you DO also want to have a decent charisma, as strength is the attack stat and will almost always be your priority.

I'd take a "Spend 1 Resolve Point - Add Charisma Bonus to a Save" ability also, that would fix the issue as well.


I keep seeing this complaint that a solarian HAS to have at LEAST 12 intelligence to make use of sidreal influence. It's just wrong. With sidreal influence you basically get a skill focus in 6 skills built into the class, the average for 1d6 is 3.5. You don't have to put ranks in every skill to get benefit from sidreal influence. You only have to put ranks in 1 of the 6 skills to get what is effectively a feat's benefit, but you can put ranks into any or all of them if you want. You basically get 6 feats for free.


baggageboy wrote:
I keep seeing this complaint that a solarian HAS to have at LEAST 12 intelligence to make use of sidreal influence. It's just wrong. With sidreal influence you basically get a skill focus in 6 skills built into the class, the average for 1d6 is 3.5. You don't have to put ranks in every skill to get benefit from sidreal influence. You only have to put ranks in 1 of the 6 skills to get what is effectively a feat's benefit, but you can put ranks into any or all of them if you want. You basically get 6 feats for free.

Yes... I'm sure that +3 with no ranks into a skill you can't use untrained is a great benefit.

Oh wait.

Paizo outright tells us a "bad" skill has a +5 at level 1.


So you get no benefit from ranking up any one of those skills?


In practice, no you do not. The d20 system is mor or less balanced around the idea that +1/-1 is a +5/-5% chance off success, however,that is assuming that your total bonus places you within 20 point of the DC. With only a single rank in a skill, you are still going to fall off in most cases, and at best, you're looking at something along the lines of "My sideral influence is giving me a 20% chance of succeeded at a one or two skills I havent invested much in.


baggageboy wrote:
So you get no benefit from ranking up any one of those skills?

You sort of do... If you're able to.

4 skills per level - you're outright not getting anything from 2 of them. Chances are you need a Space Combat skill.

Typically it won't be the Captain Role - You need 3 skills to do that.

That leaves Engineer - But you don't have the int for that.

Science officer? You don't have the int.

Gunner! Nope. You're going to focus on strength.

Pilot? It only needs one skill. You can build for this. That leaves you three skills per level.

You need perception, it's the most important skill in SF/PF. So now you're down to 2 skills.

Hope you're not having to make your own Solarian Weapon Crystals as you need Engineering and Mysticism for that.

You're likely heavy armor if you go melee, so stealth is out. Culture and Diplomacy maybe? You don't have the stats for them and since you're not the Captain you already have a party face...


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@ hwalsh
What you are saying is that with your build and priorities you get little but still some benefit from sidreal influence. It is still of benefit to you, just not as much, but that is because of the build that you are advocating. Also any skill can be a class skill for a solarian because they get to pick two for themselves.
@martinaj
I understand that if you aren't focused on any of the skills sidreal influence boosts it is not enough to be useful, however you basically get a choice of 6 skills you get what is effectively a skill focus in, you can't use all of them, but you CAN pick 1 or two and gain the benefit.


I really don't see why you need gobs of resolve. For instance on the soldier you can use it to regain stamina on a 10 minute rest and prevent dying and based on the style there is some optional use of stamina that's useful, but not necessary.

At 10th level with a 14 stat, you have 7 resolve which is lots for using it to regain stamina and prevent dying.

So - proof you don't need a high resolve stat.

As for anything else, a solarian makes the same trade-offs as any other class. My soldier chooses INT over WIS despite not having sidereal influence.

There is no proof that low save classes can use 2 rings and even if they can, they may not want to due to only 2 magic item slots. With one magic item slot, a technomancer doesn't have higher saves than a solarian. I have showed it has worse saves. Envoy isn't far off.

This whole thread reeks of "my favorite class isn't the best at everything fix it."


The Sidereal Influence discussion also seems to gather some of the "Schrodinger's Solarian" trapping. As in people feel Int is necessary to make full use of this ability because it can apply to 6 skills -- at 19th level and only half of those get the bonus at any given time.

With Sidereal Influence you pick 1 Photon and Graviton skill like say, Bluff (Graviton) and Culture (Photon). You spend 1 minute in contemplation of your navel about your saving throws, and *pick* a category -- either Photon *or* Graviton. You then get a 1D6 to add to that single skill roll.

At level 11 you can pick another Photon and Graviton skill and after you depress your friends by navel gazing again you can activate 2 skills of a given category to gain that 1D6.

Sidereal Influence is a nice perk but it doesn't seem worth focusing an entire build around either.

Int is nice for more skill points for *everyone*. Solarians have to pick something to specialize in. That's not that big a deal.

If people want to play with 14 Con & Wis and ignore save enhancing feats on ANY class, then fine. That's not really a problem with the class though.


So Oldskool you prompted me to go back and reread sidereal influence more closely. I disagree with you about the "a single skill check" as it says "when attempting a skill check... This ability lasts until you enter combat..." but I can understand why you interpreted the text that way.

Here's an attempt to describe the effects of sidereal influence in a simpler form as the text of the ability is somewhat confusing.

Level 3:
- Pick two skills each from a specific list either list A or list B.
- Out of combat chose a list to activate.
- Gain 1d6 bonus on checks associated with the skill from the active list.
- Change active lists with 1 minute meditation as desired.

Effect: Basically you get a single skill focus effective bonus to two skiles from a limited list, but only 1 is active at a time.

Level 11:
- Choose another skill on list A and another on list B

Effect: Now you have 4 skills with bonuses, but only 2 may be active at a time. These are still restricted by the lists available.

Level 19:
- Choose another skill on list A and another on list B

Effect: Now you have 6 skills with bonuses, but only 3 may be active at a time. These are still restricted by the lists available.

There is definitely a case of diminishing returns with this because as a solarian you likely will not have a lot of skill points and may not want to focus on three skill that are all on the same list. However it is still a solid bonus if not amazing.


baggageboy wrote:
So Oldskool you prompted me to go back and reread sidereal influence more closely. I disagree with you about the "a single skill check" as it says "when attempting a skill check... This ability lasts until you enter combat..." but I can understand why you interpreted the text that way.

We're on the same page. I interpret it exactly the way you lay out in your follow up post in my head.

My exact words were "1D6 to add to that single skill roll". I should have said "1D6 to add to rolls made by that single skill" to be more clear.

The Exchange

Personally I like the solarion class, I think it's good at filling a number of roles and if I had elected to play party face would probably pick it over envoy, which I just don't enjoy nearly as much. You don't really need much Cha unless you want it, it has no where near the Resolve drain that other classes do. Probably to offset the fact that it won't have a lot of resolve. And if you want more there's a feat for that. I understand that if you hyperspecialize to the exclusion of all else your saves will suffer, but that's because you've excluded all else as being important. Sidereal influence as a skill boost goes has some of the best skills to choose from even if you don't want to be the face, everyone likes sense motive. A mechanic has to be level 9 to meet your bonus and 13 to beat it. And while they may like their skills they don't get to modify them to better fit their style. I'll admit that I feel a squeeze for skill points with it, but I feel the same with most classes.


No worries, I have often written something that made sense in my head when I wrote it only to have it be understood differently :)


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Here's the TRUE problem with the Solarian -

Which classes can completely ignore their base, primary stat?
Solarians
(maybe envoy's too. I understand they have their own issues)

You can build a perfectly good Solarian with CHA being a dump stat.

Disagree with me? Then why do the threads asking about taking the Soldier class at first level keep cropping up? It's because that as a front line meleer, which is what the class is designed to be, you'll need the Resolve for all those 10 minute breaks to heal up the stamina you'll loose during fights.

Do you need a high CHA modifier for all those revelations?
No, it's been proven in a number of posts that if with a good CHA modifier the Solarian will fail over 60% of the time anyway if used against bad guys. If used to help yourself or your allies most of the revelations you can use with a negative CHA modifier.

All the other posts nitpicking over the saves, damage, skills, etc, etc, etc. Just minor issues that while Solarians would like to see some tweaks to them, these issues don't really upset game balance that much.

So how to fix the issue?
Don't know, just want a reason for the Solarian to actually have a good reason then beside Resolve to have a good CHA modifier.
...besides the 40ish% chance to have the offensive revelations to work vs targets.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've been around these forums since the beginning, Matt, and I somehow missed "all these Solarion/Soldier" threads you refer to. Care linking to a few of them for us? I can only recall one or two discussions msyelf.


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Ravingdork wrote:
I've been around these forums since the beginning, Matt, and I somehow missed "all these Solarion/Soldier" threads you refer to. Care linking to a few of them for us? I can only recall one or two discussions msyelf.

Wait, seriously?

They were breeding like rabbits when subscribers started getting their pdfs.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

As I said, I recall one or two. Much of the discussion appeared to be largely contained to those threads, not spammed all over the place.


I remember it coming up a lot, but it was mostly the same couple people bringing up their "one true build" on, like, every thread to mention Solarians.


It's sort of true... Even in contained threads people have been coming up with builds to bypass using Charisma. The general sentiment is that we can get by with a lot less resolve and we can avoid Revelations that call for saves.

Some builds too.

01: 16/13/10/10/10/14
05: 18/15/12/10/12/14
10: 19/17/14/10/14/14
15: 20/17/16/12/16/14
20: 20/18/18/14/18/14

Upgrades:
20: 26/20/18/14/18/18

Is a fairly popular one. If you don't plan on using Solar Flare you can pick Revelations that don't use DCs and get by. At level 20 this results in only a 2 less Resolve build.

I've even seen a very gutsy Solar Armor melee build, that dips Soldier at first that goes:

01: 16/13/12/10/12/10
05: 18/15/12/12/14/10
10: 19/17/14/14/14/10
15: 20/17/16/16/16/10
20: 20/18/18/18/18/10

Upgrades:
20: 26/24/18/18/20/10


Pathfinder Rulebook Subscriber

So we've had ranged solarians, cha avoiding melee solarians and cha avoiding ranged solarians along with a bevy of other iterations on those concepts all presented and I have to admit that with options like that you can present a build that's still offensively competitive while being able to offer stronger defenses.

But, and this might make some people roll their eyes, I actually think all these examples help higlights ome of the problems with the Solarian:

Does any other class gain as much by ignoring their own class features? That's the one commonality between all these builds. Cut your cha and ignore save offering revelations to boost your other defenses. Ignore your melee boosting stuff and pick up a gun for more consistent and safer damage. Etc.

Ultimately it's clear you can build a pretty solid Solarian, but I think it's also telling just how viable (perhaps even optimal in some cases) it is to build a Solarian that avoids being too much of a Solarian and how comparatively limited some of the more obvious or intended builds feel.

To answer my own question... kind of. Low investment in your key attribute and avoiding saves is also a thing that Mechanics and Envoys can pull off pretty well.


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Squiggit wrote:
Low investment in your key attribute and avoiding saves is also a thing that Mechanics and Envoys can pull off pretty well.

Your point here is actually how I tend to view potential character building within Starfinder.

Here is how I see the classes...

Operative/Soldier - Max Dex or your combat stat of choice. Both of these classes gain combat advantages and resolve for maxing out their specific attribute. The placement of their resolve stat is convenient enough to allow for flexibility in placing attributes elsewhere. Mechanically, I see little reason to not go all in on either class.

Technomancer/Mystic - I can see good reasons on starting with Int/Wis at 16 but again, having an 18 is very compelling. The trade off with a split focus towards casting stat and possibly Dex is going to vary based on preference. Again, mechanically you gain so much from going all in, you may as well do so just like the Soldier/Operative.

Mechanic/Envoy/Solarian - Each of these classes has a decision to make. They are all a little bit like hybrids in my opinion. The Mechanic can be a sound combatant and likes having a higher relevant combat related stat like Dex for range builds. Depending on what you're going for, you can start with less in Int vs going all in. However, unlike the other two classes in this bracket, the Mechanic has a far stronger resolve stat in Int even if they make a choice to start with something like a 14.

TL;DR:

Soldier/Operative - seems a no-brainer to go all in on the resolve stat

Technomancer/Mystic - some slight decision making on opportunity cost to shifting attribute focus on the resolve stat

Mechanic/Envoy/Solarian - greater decision making on opportunity costs to shifting attribute focus on the resolve stat


Starfinder Charter Superscriber

I feel like this thread has succumbed to the same problem that led to official play-tests being abandoned: there's a lot of *talk* about what would, could, or should happen with a class, but there's very little report of actual play experience. What happened when you played a Solarion? Did you have fun? Did you feel useless? Did you fail too many saves? Did another class usurp the role you thought you had? Did the class features contribute to the RP character concept you had in mind? Such reports are anecdotal, but there's at least *some* empirical support or disproof of the armchair analysis going back and forth here.


It is true that there is a lack of actual play experience, but with the game being so new many of us haven't had a chance to play a solarian especially not at higher levels.


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Jhaeman wrote:
I feel like this thread has succumbed to the same problem that led to official play-tests being abandoned: there's a lot of *talk* about what would, could, or should happen with a class, but there's very little report of actual play experience. What happened when you played a Solarion? Did you have fun? Did you feel useless? Did you fail too many saves? Did another class usurp the role you thought you had? Did the class features contribute to the RP character concept you had in mind? Such reports are anecdotal, but there's at least *some* empirical support or disproof of the armchair analysis going back and forth here.

Play experience, so far -

Normal combat & non-combat interactions: Enjoyable. While the Solarian has some minor issues. their revelations and some fancy tactical work make it a enjoyable class to play in combat and they can always use the Aid Other action for non-combat.
Have not done any real playing in the 10+ level games yet.

Starship Combat: Sad Solarian. Lack of skill ranks to fill the Captains chair, with INT being a dump stat and required for Computers & Engineering, and lots of people picking up Piloting and having a better DEX stat (Pilot & Gunner), means the Solarian takes the spare wheel spot. There if needed but everyone else does the job better.


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Play experience so far:

Combat:
I love my Solarian, she's a lot of fun. She's fast, she hits harder than any of the pew-pew, which is my entire group, and she can really unleash some havoc on offense.

Her saves are lower than the other player characters, but she's only 5th level in actual play, so I'm only like a little behind. Not enough, at this point, to matter much.

Non-Combat:
Sadly I am relegated to aid actions. I was maxing diplomacy, but we have an Envoy who is better than I am. Because of that I don't have much of a non-combat role.

Starship Combat:
I'm the pilot. It is the only role I could do. While I do only have a 15 Dexterity (a +2) I do have Ace Pilot (+1) it is a Class Skill (+3) and maxed Ranks (+5) Lashunta "Student" bonus (+2) for a +13 at level 5. That is only 1 off from what the book considers a "Master Skill" for a Combatant NPC.


Matt2VK wrote:
Starship Combat: Sad Solarian. Lack of skill ranks to fill the Captains chair, with INT being a dump stat and required for Computers & Engineering, and lots of people picking up Piloting and having a better DEX stat (Pilot & Gunner), means the Solarian takes the spare wheel spot. There if needed but everyone else does the job better.

I feel like 'Boarding' would have been a fun mechanic for spaceship combat. Not full on 'take over the ship' boarding but leading strike teams to damage parts of it. Athletics or Diplomacy (Based on how you are doing it) based would have given melee characters and non-captain social people stuff to do.


You can prove that absolute limits Solarion falls behind, but what about relative limits?
What chance of success do you need?


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Envall wrote:

You can prove that absolute limits Solarion falls behind, but what about relative limits?

What chance of success do you need?

Well, the honest answer is:

"A Solarian should have the same success rate as any other class with the same amount of investment."

Meaning, if every other class can pump their resolve stat, and raise all of their saves every level, without having to fret while still retaining full use of their class abilities, then the Solarian should be able to as well.

So, we'll use the Soldier - As it is the only other main combat class we have to compare to:

Primary Stat: Dex, but we will use Strength here and make it a melee Soldier to make a proper comparison.

We will give them the same exact starting array - Note: We don't have to do this. We could give them a much better starting array, but we are going to give them the Solarian Array.

01: 16/13/10/10/10/14

Now, we are going to raise their saves and attack stat to maximum through progression:

05: 18/15/12/10/12/14
10: 19/17/14/10/14/14
15: 20/17/16/12/16/14
20: 20/18/18/14/18/14

Personal Upgrades:
26/20/22/14/18/14

This Soldier starts with a sub-optimal build for a Soldier, and ends with the following saves (And yes, we'll even toss in a Ring of Resistance)

Fort: +18 (12+6)
Ref: +16 (6+5+5)
Will: +16 (12+4)

Resolve: 18
HP: 260

That is our benchmark - A sub-optimal Soldier.

We're going to try to get the same Resolve, the same (or similar, since we can't get the same) HP, and as close to that in saves as possible. We are going to ignore Intelligence, even though that hurts us actively.

Now Solarian:

01: 16/13/10/10/10/14
05: 18/15/12/10/10/16
10: 19/17/12/10/12/18
15: 20/17/14/12/14/18
20: 20/18/16/14/16/18

Personal Upgrades: 26/20/16/14/16/22

Fort: +15 (12+3) (-3)
Ref: +16 (6+5+5) (+/- 0)
Will: +15 (12+3) (-1)

Resolve: 16 (-2)
HP: 200

An optimized Solarian ends up with a 15% lower Fort Save, a 5% lower Will save, over 25% less HP vs an unoptimized Soldier AND he does this while also ignoring *at least* part of his class abilities (Sidreal Influence) and losing 2 Resolve.

Okay, you may say, but the Soldier is supposed to be better... Okay... Lets compare to an Operative... Only this time... We're going to Optimize.

01: 11/16/10/12/10/14
05: 11/18/12/14/12/14
10: 11/19/14/16/14/14
15: 11/20/16/18/16/14
20: 11/20/18/18/18/16

Personal Upgrades: 11/26/24/18/20/16

Fort: +16 (6+5+6) (+1)
Ref: +20 (12+8) (+4)
Will: +17 (12+5) (+2)

Resolve: 18 (+2)
HP: 240 (+40)

So... The Operative sacrifices nothing, at all, and has higher saves, higher HP, and higher Resolve? And... This is an "optimized" build that I came up with ON THE FLY with next to no time spent doing hardcore projections?

This... this has to be a fluke right? Wrong. This happens with every other class in the game as in, I can get virtually the same end result.

Now, what does Paizo say we need to have? Well, it is pretty clear that a +16 is the "intended" minimum save (every class will end up with a minimum save of 16 - even the Technomancer.)

Technomancer:

01: 11/14/10/18/10/10
05: 11/16/12/19/12/10
10: 11/18/14/20/14/10
15: 11/19/16/21/16/10
20: 11/20/18/22/18/10

Personal Upgrades: 11/24/20/28/18/10

(and I'll only give it 1 ring of resistance too.)

Fort: +16 (+6+5+5) +1
Ref: +13 (+6+7) -3
Will: +16 (+12+4) +1

HP: 200 (+/-0)

Resolve: 19 +3

This is the only class in the game that actually has this happen where they are equal to Solarians in overall saves, but they still have greater resolve and the exact same HP. We could manipulate this, if I wanted to be dishonest, by putting the Ring of Resistance on the Reflex Save...

Fort: +11 (+6+5) -4
Ref: +19 (+6+7+6) +3
Will: +16 (+12+4) +1

Which gives them a +1 higher save, but that is splitting hairs.

-----

According to Alien Archive a CR 20 Combatant NPC will have:

+21/+21/+17

No PCs are going to hit that.

But we can look at the average save DC for that level and go off of the median (the Expert as opposed to the Spellcaster or Combatant):

27 for Skills, 21 for Spell Base (So this is a number between 22 and 27)

You need a +16 to successfully save with a 50% rate. (Rolling an 11 or higher) Using our 3 classes here, we can see the following:

Non-Optimized Soldier: No's 0
Fort: Yes
Ref: Yes
Will: Yes

Optimized Solarian: No's 2
Fort: No
Ref: Yes
Will: No

Optimized Operative: No's 0
Fort: Yes
Ref: Yes
Will: Yes

Optimized (kind of) Technomancer: No's 1
Fort: Yes
Ref: No
Will: Yes

Note:
this isn't even saying to bring the Solarian up to the level of the other classes. This is just pointing out that an Optimized Solarian lags behind other classes in at least 1 or more categories. No other class has this problem. This is clear evidence that the class needs a little help, nothing more, nothing less, and hopefully we can get an answer from Paizo on whats up here soon.


Now, of the proposed fixes, the best I have seen (which I espouse even though another poster came up with it) the best would be for Paizo to introduce a Solarian Photon Revelation that added +2 to Will if Attuned +4 and a Graviton Revelation +2 to Fortitude if attuned +4

That would bring the Solarian Save Array, using the base, to:

Fort: +17
Ref: +16
Will: +19

While in Photon Mode - or -

Fort: +19
Ref: +16
Will: +17

Would more or less fix the problem. It would mean that they need to pick up 2 different Revelations, but there are enough "dead" revelations for both Photon and Graviton Solarians that this can easily be done. It would help promote balanced builds (between Photon and Graviton) and would solve the save problem.


Do you think 2 revelations 1 for each save? My thought was 1 for all 3 but I guess that would be to strong eh?


Vidmaster7 wrote:
Do you think 2 revelations 1 for each save? My thought was 1 for all 3 but I guess that would be to strong eh?

That could be problematic. You also need to come up with attunement bonuses. Even adding +3 to each can be unbalancing by my math.


I like your idea for the atunement bonuses of +2 and then +4 atuned so it cancels out the weakness and then gives you something extra for the revelation. but yeah now that I think about it +4 is probably a bit to much so 2 revs for it seems about right.


Maybe make the attunement bonus pseudo-evasion? Spend a resolve to turn 'Half' into 'Nulled' as you absorb the effect like it just vanished into your event horizon.


Ikiry0 wrote:
Maybe make the attunement bonus pseudo-evasion? Spend a resolve to turn 'Half' into 'Nulled' as you absorb the effect like it just vanished into your event horizon.

That is not bad. so +2 always and Stalwart/evasion for whatever save you get it for when attuned.


Ikiry0 wrote:
Maybe make the attunement bonus pseudo-evasion? Spend a resolve to turn 'Half' into 'Nulled' as you absorb the effect like it just vanished into your event horizon.

Doesn't work vs "Save or Suck" spells in those cases. I'd rather be able to avoid getting completely crippled rather than a higher chance to gain partial effect.


What I would really prefer is if we could get an official Paizo response. This is actually an important issue, but we can't seem to draw Paizo's attention. Whereas Operative threads have been getting a lot of love...

This is *very* important as it shows a proven imbalance.

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