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Bust-R-Up wrote:
This change suggests that Paizo had no idea how damage worked in their own game and is now just winging it after their first attempt at errata was so poorly received.

yes it is very stupid like the weakness clarification

it is like whoever writing those have no idea how pf2e work

there must be some staff turn over inside paizo


witch have some decent feat now like cauldron ceremonial knife spirit familiar

and resentment are great

but other than that still not a great class

the focus spell are just not good enough


been waiting 6 year for this

expectation are certainly high

hope for fey themed subclass for every class

10 new archetype at least

maybe a mythic archetype too

also want 2 ap that go in to first world often


it is a terrible feature that doesn't work well with the rest of the class

other class have feat that shove 5 feat on failure

daredevil doesn't seem to have that


mechanically slayer are strong for their quicken reaction and nothing else

thematically slayer could be bounty hunter which was not fully covered by the flavor of ranger

but ranger could just have bounty hunter subclass instead

ditch the outwit nobody use anyway

overall the argument that slayer should be a class are as weak as investigator and swashbuckler


isn't everything on the stage prop

it daredevil are more flamboyant and have performance feat it would make more sense

swashbuckler already do that


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not first time disappointed by playtest announcement

felt far worse about necromancer yet it end up a lot better than runesmith

will have to wait for playtest pdf to know for sure


OrochiFuror wrote:

I would rather Alacritous action be default then Tandem movement. Eidolons feel slow compared to what most high level characters are going to have. Fleet+any status boost makes 35 the minimum speed.

More Eidolon abilities and better buffs from the summoner would be nice.

Spell+two Eidolon attacks is peak damage, even if you use a cantrip. Two action Eidolon abilities like dragon breath or dragon frenzy, do noticeably less damage even with boost Eidolon. This means boost Eidolon doesn't make enough of a difference to bother using most of the time, and the ways to make it last are detrimental, Bloodletting claws+Blood letting, or too difficult to rely on, Extend boost.
Reinforce Eidolon is the same as the bards Rallying anthem cantrip, except the bards targets an aoe. Reinforce Eidolon could be a bit better.

There's lots of little touch ups Summoner could get. I just hope it gets the page space and at least some thought put into improvements. Most classes that are fine haven't seemed to get much from the remaster.
I can't imagine gish MCs ever being worth much, the classes are already stretched thin, so hard to get both a tiny drop of martial and a tiny drop of casting and be worth it IMO.

with eidolon wrath and elemental burst summoner could have decent damage in opening turn of combat

still 2 dc lower than regular caster spam focus spell

doesn't really feel nice to jump over so much convoluted hoop just to end up as worse than both basic martial and caster


HolyFlamingo! wrote:

You know, thinking about it, I wouldn't be surprised if Paizo's recently been designing classes backwards from what the community expects. We (the fans) tend to think of new classes as ways to fulfill certain fantasies or plug design holes; we're very top-down. Paizo seems to be bottom-up: they come up with an idea for an interesting mechanical loop, then dress it up in some narrative flavor.

I mean, look at the runesmith and necromancer, right? What was the number one necromancer critique? That the thralls didn't feel like actual undead minions and could have flavor-wise been literally anything (like a weird druid planting and then weaponizing various bushes and trees). So it's possible the mechanical concept for placing and spending tokens came first, and the zombie-spawning theming came later.

I'm wondering if it's the same case with these two new dudes. Like, it may be that they didn't set out to make stuff that reads like Ranger 2.0 or Monkbuckler, but rather thought of a cool gameplay loop and just picked the fictional framing that made the most sense.

Or I could be completely off-base, I dunno. I still don't really like either one in theory (won't know what to think in practice until Tuesday), but I'm willing to change my mind.

though runesmith feel very confusingly designed

the fantasy would be to strike multiple rune as set up then trigger them with 1 snap of finger

in practice it would always feel like wasting action if those rune do not combine into great effect


Squiggit wrote:
Tridus wrote:


Aside from the dying change that was reverted, PC1 was pretty good quality wise.

Other than the ridiculousness with rogues... or if you were a wizard player, or someone who liked the item dispenser alchemist, or someone who dared to hope they'd breathe some life into rangers or druids... Then there's PC2- ... and of course all the dreadful premaster stuff.

I think nostalgia does a lot of heavy lifting for people here. Mythic was sort of a big blip on the radar, but for the most part this is stuff Paizo's been doing since they were making Dragon Magazine (which was notorious for its sketchy design and balance choices).

wizard are weaker but there are no new design problem with it

and alchemist certainly got a lot better

the bigger problem is still investigator and swashbuckler

they were terrible when apg was released and their improvement in pc2 are very minor


Squiggit wrote:
I would never have guessed Swashbuckler 2 and Ranger 2 in a million years.

while rogue 2 and rogue 3 still doesn't feel that good

there is also the problem with inventor

it is certainly disappointing


in one of the novel heal of zon kuthon cleric cause pain while healing the body

guess cleric of zon kuthon couldn't cast soothe

unless it also cause pain too and only work with creature that find pain soothing


actually not sure how shield throw would work with this new shield clarification

can meteor shield be raised without attaching it to arm

if not what is the point of meteor shield

if player are using it to strike almost every turn than it will never get to be used as shield


druid doesn't work

shifter would need be able to transform into construct outsider and ooze

also caster trying to do martial thing never work well in 2e

6 year of warpriest should make it obvious now


there are dispelling globe

better than spell immunity anyway


the ikon choice are not minmax enough

get weapon ikon give 2 damage per die for sure

scar of the survivor and horn of plenty

take twin star dual weapon warrior steel on steel rejoice in solstice storm breath of vital ash

only the worth depend on there are character focus on trip in the team

and examplar doesn't have the action economy to do knockdown


yes

been waiting for some kind of shifter class or archetype since core rulebook

was expecting howl of the wild to add one


exemplar archetype would be banned at many table with or without rare trait

wonder when will genie bloodline be reprinted

it is still one of most efficient way to apply weakness


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the same reason tiger slash get third damage die at level 14 instead of 18

these stance feat need some advantage to compete with other martial option

despite being auto trip feat at level 6 wolf drag are still not that popular compare to knockdown


air walk are not in core 1 or 2

not sure if it still exist in the setting

water walk certainly do


would flexible casting be in this book

very much hope it wouldn't cost feat anymore but become option of all prepare caster


if damage from 2 buff spell count as separate instance of damage

so would damage from feat like exude abyssal corruption

or energy mutagen

not sure if 1 strike can trigger the same fire or cold weakness 3 time

are good design


Conscious Meat wrote:

So if a Thaumaturge uses a +1 holy cold iron spear to attack a creature against whom he has already used "Exploit Vulnerability" to get a "Personal Antithesis" effect, and that has weaknesses to "holy", "cold iron" and "piercing"...

OK, we should only apply the higher weakness regarding "cold iron" and "piercing". This is clear from the example. If it were instead weak to one and resistant to the other, we would apply both, I suppose.

But would both the "holy" and "personal antithesis" weaknesses to be applied in full, treating them as independent and not as applying to the same "whole-strike pseudo-instance-of-damage"?

wouldn't holy and personal antithesis have the same trigger of the strike itself

so only the highest apply

holy and cold iron already have pretty good damage anyway


just started reading the g&g section

it is certainly a big drop


pretty sure ranged spell attack still count as ranged attack

and suffer from the penalty of ash and tempest curse


reload for gunslinger always feel terrible

with sf2e sniper operative that can reload for free once per turn at level 9

it make gunslinger feel much worse


sicken is why every alchemist need to take herbalist

poultice preparation are great


obviously potion patch

but there are no equivalent for elixir for some reason

will have to use item delivery instead


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Unicore wrote:

There are magi who have fun options beyond just spell striking every round.

I agree that the shooting star magus isn’t that magus, but other options do give you more things to do that are worth doing. Sometimes the first round cantrip from range and arcane cascade , for example, can give you a weakness triggering damage type that you might not be able to set up with a spell strike and keep you from moving and then ending your turn where you’ll get wailed on in retaliation for showing yourself as a glass cannon.

I personally think expansive spells strike is a waste of a feat, but even if you don’t take it, it is still not a bad idea to keep your INT high enough to be decent casting spells regularly on their own. There are just too many encounters where the range, versatility, and ability to target multiple enemies/low saves is extremely useful.

spellstrike with save spell suck

for melee martial how is spellstrike with fireball better than just cast fireball then strike

it need the primary target feature of soldier

On a hit, if your primary target rolls a success against your Area Fire or Auto-Fire action, they get a failure instead.

make spellstrike do the same and it will be worth something


other than war of immortal rule book post rage of element do not have terrible balance

most are slightly better than old treasure vault if one must compare them

war of immortal have the most obvious problem

with half of mythic archetype being terrible and examplar archetype being the most overpowered archetype ever


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hope paizo put magus and summoner in new book is because they really put some effort into fixing them

the feat pool problem of both class are significant

magus and summoner still have functional chassis

very disappointed by playtest runesmith

hope paizo figure out how to fix them


now player will take psychic for amp shield

as designer intended

new quicken at level 20 make sense

obviously most player will never get to experience that


brace are one of the most useless trait

it should be changed to 1 circumstance damage per damage die for any strike made as reaction


ap mythic are better than most of the war of immortal mythic

still mortal herald feel like the best one


obviously solarian suck

legendary attack at level 19

are they star and blockhole fighter or not

operative get legendary at level 13

how are these 2 printed in the same book


was very disappointed by the lack of scifi linnorm

cosmic dragon look nice

pretty sure some kind of digital dragon will be coming eventually


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Lightning Raven wrote:

To me, their dynamic of "Tandem Actions" is in a very good spot, so I think this aspect of the class should largely remain the same.

IMO, what I think the class needs more is Eidolons with more interesting abilities. They are an integral part of the character, yet very few them have actual interesting abilities. Also, the feats need to add more of those and less Strike modifiers.

Oh, and I think the class should receive a Class Archetype that enables them to realize the concept that Meld Eidolon was supposed to do, but clearly doesn't. The archetype could enable two playstyles that the base class can't, which is Melding into the Eidolon and fighting alongside it in melee. I would sacrifice spells as a whole (assuming the class gains more feats granting spell abilities like Kineticists do and more interesting Eidolons) in favor of a better martial chassis.

always confused by tandem each time reading summoner again

the wording really isn't new player friendly

kind of like 1e kineticist

just say summoner have 4 action per turn and max 3 of them can be used by eidolon or summoner


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3 martial class with bonus damage entirely as precision was always a bad decision

maybe add some eldritch investigator and eldritch swashbuckler feat line and allow them to turn extra precision damage into elemental damage


was most interested in the new archetype

must say the new dragon of monster core 1 and 2 are much better than the boring stuff inherited from dnd

hope there are new feat correspond with each new type of dragon


to rp eidolon with ability to turn from tiny to huge need 4 feat

that is absolutely terrible

summoner need at least 5 bonus evolution feat and a much better feat pool to actually work

also remove the terrible boost and reinforce eidolon and give them something more than action tax


only problem with using pf2e creature is that non of them have tech trait or equipment

so anything cause glitch are less useful


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one can assume blazon of share power work with crescent cross for sure

so everyone can start the fight with 2 fully loaded crescent cross

so even without a commander teammate help with reload

turn 1

2 action spray weapon 1

1 action reload weapon 1

turn 2

2 action spray weapon 2

1 action reload weapon 1

turn 3

1 action reload weapon 1

2 action spray weapon 1

sadly turn 4 start pretty bad

with 2 hand full of useless range mode crescent cross


bleeding finisher suck

better get stunning instead


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always get save

if master perception are necessary play as poppet and get shiny button eye


kineticist stance break with any overflow action

so each turn they can use all shall end in flame and 1 elemental blast

5d8 plus 15d6 per turn at level 20

with 20 from aura weakness 15 from fire junction

while elemental sorcerer with focus spell and blood magic

is 10d8 plus 18d6 plus 20

without accounting things like reflect harm explosion of power hag blood magic and level 20 free action metamagic feat

the justification for kineticist have much worse damage than caster was always that they can do it all day

that is not impressive when most fight are decided in first 3 or 4 turn


never notice that dismiss are 1 action instead of free action

dismiss then summon new one cost 2 action

even if it work it is hardly much better than 3 action reload

rune doesn't meet requirement are suppressed

wouldn't interpret that as shifting stop working means it shift back of original form

just it can not be used to shift again in range mode


obviously kineticist have low damage

they couldn't get decent damage per turn without playing with hazardous terrain or fall damage

even fire can only get 5d8 plus 15d6 per turn at level 20

with 20 from aura weakness 15 from fire junction

that is hardly impressive


just thought of a way might be able to bypass rune replication problem

get 20 dagger with thrower bandolier

add shifting rune on it

shift dagger into crescent cross and load 3 bolt onto it

bring multiple of them into battle

unless thrower bandolier only work with ranged thrown weapon like boomerang but not on melee weapon with thrown trait like dagger


bigger problem with slip and sizzle are the trip part need to succeed

slowed 1 can be counter by any type of quicken


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2 action for 3 strike with no map

but need for 3 reload before doing it again make it much weaker than double throw

if doubling ring give both melee and ranged component of crescent cross fundamental and property rune

then player can spend 1 action to take out new crescent cross instead of reload 3 time

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