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
OrochiFuror wrote:
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:
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:
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
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
Conscious Meat wrote:
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
Unicore wrote:
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
Lightning Raven wrote:
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
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
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
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
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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