
JD Shock |
I tend to avoid spells that rely on my group mates cooperating too much. I personally love team work and synergy but I find it so irritating when my contribution is wasted when other players are less tactically minded. Also due to some people trying to control other players there is often a major over react to suggestions or attempts at teaching other players strategy I just avoid it now. Although I started with Basic and AD&D 1st ed most of my play experience as an adult is 5e.
I don't really look at high level. I've been in dozens of long campaigns and I don't think i have ever been past 16th level. Most of them end seem to end by 12-14ish if not earlier. So 3-10 is the only levels I pay much attention to since the 1st few levs tend to fly by so fast.
I do understand how the critical system makes pluses far more valuable in PF2, it's one of the more interesting differences about PF2. I like the mechanic.
I can see fear being worth slots, but only really for single tough fights that everyone is attacking one thing. If the group is attacked by 6 orcs and you use this on one, sure its going to make it easier for a martial to kill it but so would you attacking it yourself as a martial. This costs a spell slot it needs to be better than that. I find that a lot of the spells are only worth using on single big targets. There is very little in the way of AOE ecxept dmg. As satisfying as fire balling a dozen of anything is, 9 times out of 10 my group makes all get all mixed in with the enemy so its impossible to get a good number without cooking them too.
On to specific spells: These are all ones I used in 5e or PF1 that are disappointing by comparison, or at least seem so to me. I certainly expected there to be differences but I thought there would be more of a range of ups and downs, it seems to be mostly downs. I am admittedly looking at these spells compared to the other systems and that impacts my view but I do consider or at least try to factor in the different mechanics I am aware of. I'm not mentioning crit fails on most of these because i would never count on that, it's a bonus if you are lucky but not something I would factor for. I am leaving out spells like Slow because although it only effects 1 creature it doesn't give save every round so it just functions differently, its give and take.
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Web (3 action) its half the size and needs a crit success to do what the others versions do. 1min duration severely reducing prepared ambush effectiveness
hideous laughter needs crit to do the same primary effect
Hypnotic Pattern - tiny AOE, fascinated isn't useless but for a 3rd level slot. While I do think this spell was OP in 5e, this version doesnt seem worth the slot.
Fly 4th level half duration
Dimension Door - This one hurts as I have saved many foolish groupmates by pulling them out of a bad spot with this spell.
Earthbound 3rd level and only works 1 round
Comprehend Lang Lev2 - this spell is super niche and just not worth the slot/memorize in most cases even when its lev1. I wish GMs used langs more but few do.
Shrink* - enlarge is a dif spell, doing it on an item is a separate 3rd lv spell. *lasts 5 times as long but doesnt make up for downsides imo
Feather fall - only one target is lame. I know it has always been 1 before 5e but that change was absolutely need imo, its a pretty situational spell and if u cant save more than 1 person at a time its not worth the mem.
Stinking cloud - reduced effects across the board, it only works if the creatures ends its turn in the cloud, even if fail they can just walk out of the cloud. disappointing for a 3rd lev slot
suggestion 4th lev
Wall of force 6th lev
Bane/bless* - pros and cons but I think the 5'AOE makes this pretty weak unless you have time to extend it up before a fight starts. Otherwise it isn't going to affect much by the time the combat is over which typically last 3-5 rounds in my experience.
Banishment lev 5 only works on outsiders
Faerie fire - not worth the slots under most circumstances
Levitate 3rd lev
Mage armor - not useless but weaker than other visions even considering crit mechanics
Grease - stepping negates the spell. Slowing them down is good but with such a small AOE this is not going to be worth the slot in most circumstances.The item version seems really good especially for a single tough target, but I a lot of encounters are monsters that dont carry weapons.
Message - requires visual connection(at least to respond) which greatly reduces the value of the spell.
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I do recognize some spells are better. I used Guidance a lot with my cowardly cleric. It allowed him to hang in the back of the group panic crying and begging the gods to save them while still helping my party in combats.The following are all better in PF2 imo
see invis
Charm
color spray
Command
detect magic
summons seem more viable but I have not tried them.
After going through the specific spells and considering things others have said I think there seems to be less issue with single target "boss fights" but there does still seem to be something lacking with AoE. What do you all use when you get attacked by 10 whatevers?