Vencarlo Orinsini

Jack Rift's page

Organized Play Member. 423 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Outatime1985 wrote:
Add some other weapons like Beam Scythes, Beam Trident, Beam Glaive, and Magma weapons (Darling in the FRANXX). That would make it better. Maybe also make it possible for Missile Batteries to be held like the Pisces or Aries suit from Gundam Wing. What about adding a Twin-Beam cannon (Like Wing Zero) but does Extreme damage, Line, and the ability to split into two to be Wing Zero.

Missile batteries are already included. I want a sniper equivalent weapon.


Also you may have missed bonus damage based on tier for each Mech, which would have help in your Kyokor fight.


Did you build the mech for the PCs to fight against using the Mech creation rules or the modified NPC creation rules? The modified NPC creation rules should have much lower ACs.


ZombieKira

I'm an Armored Core fan, except 4, and Font Mission fan as well. So many things I like with this system, but others bug me. Time will tell if we will be happy.


IvoMG wrote:

I've tried to make mechs to form a party, while doing i took this premisses 5 level 20 operators 1 mech for each. 2 tank role mech, 2 Melee focused (aka DPS) and 1 long range.

It was hard to fill those roles because of missing components.

* More heavy mech frames, maybe a new category with lower speed with more slots, armor or Hp (could even be 3 new type of heavy each focusing in one stat)

* Most of the arms have only 2 slots, only assault frame has 3 slots. We need more arms with 3 slots (i mean heavy and strong should have 3 while assault should have 2)
Perhaps having a mounted weapon arm style could reward players with 1 additional slot (like those mechs with guns attached directly to the frame)

* More shields, currently we do have only 1 shield and it uses 2 arm slots (there should have more and using 1 slot). Light shield (1 slot), Heavy shield like a tower shield (2 slots). This way a mech with 3 slots can use a heavy shield and a sword or a light shield and a spear.

* Weapons full customization options. What i mean is give a basic weapon stats and cost and players add functions to change that weapon. For instance long sword could target kac and for a additional cost the player could create a flaming sword, plasma, cold, sonic, eletric and etc that targer EAC. This goes for every weapon. So we could make any type of weapon Scythe, axe one hand or two hand, doshko, hammerfists. This work with ranged weapons too. This weapons could be considered powered and spend PP every attack or every turn.

* Auxiliary system to imbue magic to weapons

Overall I agree, I will point out there is an Aux upgrade that does add energy damage to melee attacks or returning to thrown weapons, but it doesn't full convert, aka KAC to EAC. Otherwise, I agree. I would also like something like a kinetic sniper rifle. I personally would start with the rocket launcher and modify from there, but that is just my opinion.


I don't feel it does at all. Personally, I don't like the current recon frame has to really cool, thematically at least, auxiliary slot abilities, extremely fast air speed, and nearly equal stats as the main combat flight frame and ground combat frame.


They at least get Str upgrades at 4th and every 3 tiers there after, besides hardness and HP upgrades. But yeah, that isn't that impressive.


I'm going to describe the technosling as shotgun, makes a better visual personally.


Then I feel that is missing some of the fun. Same as people pointed out with Starships and until recently, lack of squadron rules.


Honestly, we probably need clarification now for the playtest. I'm probably about to run a gaming soon, with Mecha.


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I agree, I feel the recon frames are too good. They should either be more fragile, AC and HP wise, or have no frame slots. Also I find it odd that their is no ground only recon/scout frame. Currently the Skyspy and Co are just amazing and have 2 unique mech upgrades. The Assault classes also need a boost in some way.


Personally I would rather have a Font Mission style game. Hell with the player progression bit, it is capped by the GM giving out Mecha anyways, so why not just have 1 per player if they want it at proper player level.


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I'm all for everyone having a Mech, which would require shifting MP values like Porridge said. And I also agree just getting better numbers is not impressive. Mecha need other options/abilities and more diversity. Otherwise great analysis.


I hope so as well. It was something I noticed as well while reading the Mech section. Also several of the frames currently are better than other options with little draw backs. Recon vs flight frames for example. Also I personally feel the assault frame category needs something to feel competitive to the others besides cheeper.


So again the only thing people keep saving is if you use a Sheath, and nothing else, they get Temp HP. I agree they have really good damage mitigation, so either that will get nerfed or maybe vanguards need theirs buffed. But let's be honest, more likely it will get nerfed.


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I think replacing them would probably be better, that way you are not burning through tons of PP just to do so moderate damage.


Soldiers, vanguards, and solarian all also have two good saves most have various ways of increasing survivability, maybe not as good as the nanocyte is currently. So that line of reasoning doesn't really work. Soldier have butt loads of feats that can fill in weakness and permanent gear boost. Solarians have a ton of options, maybe not all of them great. And vanguards had more HP and Stamina in the original playtest, but lost that, and want to take damage. So I'm thinking it is a mistake, personally.

Edited Fixed Typo.


So all other official Starfinder classes with Full BAB have 7 HP and 7+ Con mod Stamina per level. The Nanocyte has only 6 HP and 6+Con mod Stamina per level. Is this intended? Other initial questions/debates have been brought up already in other threads.


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Upgrading hardness and ablative shielding, basically cheaper nonrecharging shields and/or hardness up to X amount of damage. Other ways to bump Str for Melee Mecha. Upgrades or augments for class features and spells to play a bigger roll in Mecha combat.


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I take it energize weapons is to be used with the trample for both the Marauder and Atlas Mecha, otherwise it is worthless for them since they lack melee weapons.


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Under the Junk Cache option found an issue that might need errata. Hey, found an issue with the Hack Cache Capacitor. Junk Armor is not a leveled spell and already last 24 hrs. Also you can only have 1 instance of the cache spell up at a time, so no using it on multiple targets. Thoughts?


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My last Adventure Path. Both awesome and sad.


Yeah, I can see the grenade one being situational, but man, when that grenade needs to move, it can be a life saver or ender, depending. Also, I have heard complaints about the abilities to reduce or heal the damage abilities. But man, it sucks when the healer mystic gets dropped and you don't have another healer.


I agree. I want to like the class, but honestly it is my least favorite currently out of the play test classes. Something just doesn't quite fit with me yet. I am hoping that a final spell list will correct some of this for me.


Xenocrat wrote:
Jack Rift wrote:

Personally, I think disrupt attack is a trap ability. Save for no effect and can only use it once per target.

You can only affect a target once per day, you can use it as often as needed until it triggers on a particular foe.

Compare to Overlapping Forms. Yes, there's a save, but you can use it to protect others on an adhoc basis (rather than spend 1 RP for a fixed ally boost), it's effective AC boost is one higher (and it scales faster) on a failed save, and it's a constant reaction expenditure (which in a ranged fight you probably have nothing else to spend on) vs. a precious standard action (with sharply limited duration at low levels).

The affect line makes it slightly better, but as others said, you get better uses out of reactions at later levels and at second, I personally rather save my reaction to shift a grenade to a better location (either offensively or defensively) than gamble a -2 is enough to cause a enemy to miss especially since they could pass the save and cause me to waste a reaction. Or hell, yeah it costs resolve, but reducing damage of an ally takes is also really useful.


SuperBidi wrote:

Currently, the Witchwarper doesn't have its final spell list.

I hope the Witchwarper spell list will be very different from its competitors.

Yeah, I hope the spell list is more unique instead of the weird hybrid list it currently is.


Personally, I think disrupt attack is a trap ability. Save for no effect and can only use it once per target.

Otherwise, yes, even the shift ability and a few of the other powers while weak and may allow saves for no effect, can be used on allies for interesting tactical options. After level one, Witchwarper really should be able to almost every turn to something besides shoot, unlike Mystic and Technomancer. And I agree that is really cool.


For none full base attack classes, weapon focus becomes +2 at later levels. You complained about not being able to hit with you injection guns, but then say you want the damage from longarms? You don't get both. The ability to hit for the buffs and debuffs is more important than damage, especially if your ability to hit with a longarm is less than the injection weapon. Plus, you are using the only class that can get full damage from weapon specialization with smallarms and eventually with all injection weapons, if you select that ability and its upgrade. Plus, smallarms has some strong damaging options available now, handcannon being the big one. Yeah, you don't get many shots with it, but d8s on a smallarm is nothing to ignore, especially with full weapon specialization bonus. The primary role of this class is buff/debuff, not damage. So focus on making that the best, with the ability to reliably hit when those are out as needed.

For the melee build, you complained about low ACs, but want the damage of two handed weapons. Well, either buff AC via using shields, cover, or raise Dex. Again, you don't get all of them easily. Most none primary melee classes, Soldier, Solarian, and Vanguard, struggle at early levels. Heck, those three do as well, which means you either figured work arounds or except that you will have to compromise. Low ACs for front line characters should never be the compromise though, especially with how the NPCs to hit bonus are calculated.


I see some of your issues with both these builds. Lack of weapon focus small arms on the range build is crital, plus at later levels you can get full damage with small arms with one of your class features if you choose it. By maxing out Dex/Str you lack points to raise other stats needed for secondary roles or help in Combat, AC via Dex for the Str build. Also, buy having a stat at 17 there is no real advantage through majority of the game than starting at 16, both go to 18 at level 5. You can use that odd stat and the points from the lowered Str/Dex for raising the none primary combat to help in either not getting hit, melee build, or raise Str/Con for the gun build. Even if you don't lower Dex or Str, look into weapon focus for the gun build and use a shield for the melee build, personally he needs the riot shield. I get wanting longarms, but this is probably the only class that I would not recommend picking up longarms on.


There are other ways to gain EP besides crits or taking damage, each style gives an additional way to gain EP.


It is already a weak ability, between only using it once per target per 24hrs, they get a save for no effect. Honestly, I think I would rather see the penalty cut in half and there be no save but keep the once per 24hrs rider. The save is what makes it totally not a useful ability, they have other things that are cool that don't have, sucky complete overriding saves. The self buff Overlapping Forms, Surefooted, Push Grenade, and any of the three reduce damage abilities from level 2, even with the resolve cost are stronger. Hell clever uses of Shift Resistance (on allies) or Shifting Steps (again allies) creates plenty of tatical opportunities to help control the flow of battle, but different than how other classes do the same.


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I would rather Warpwitch over Witchwarper. Biohacker is fine and fits the class. Vanguard fits the fighting style, but not the powers theme of entropy and thermodynamics. Granted, I don't have better name for the powers and style abilities either.


Honestly, like the casting stat. But felt of the new classes this class felt the least impressive. Mostly it was because so many of the powers have the combination of limited uses, short durations, can only be used once on a target per 24 hours with a saving throw for no effect. Also, to me, this class had the most wording issues on some of the powers. Sadly, the Technomancer has similar issue, with certain powers and abilities being significantly better than others.

I am excited to hear the class will have a more unique spell list, hopefully focusing on energy damage both single target and area effect, area crowded control via terain manipulation or creation effects, and single target charm and domination spells, with some illusion spells as well.

Granted, my group currently is not playing Starfinder, but Pathfinder 1E (we are pretty anti 2E) Mummy's Mask, so actual play testing will probably be a while.


Owen K. C. Stephens wrote:

It works against all attacks.

If we made it have a Will save against any attacker, we'd have to give it (object), and then objects would get a save under some circumstances, and then we'd have to say they didn't get that save.
But that's a wording issue, which we can look at based on playtest feedback. The intent is that it works against any attack, and attacks originating with creatures can bypass this with a Will save.
Honestly we might just give it the mind-affecting descriptor in the next iteration.

Giving it the mind-affecting descriptor would solve the issue. Otherwise as you said you get weird cases like mindless undead making Will Saves (and not against positive energy) or mindless constructs, who normally don't ever make Will Saves because they are immune to most things that need Will saves. Knowing these things, that was why I was so confused, calling out creatures felt redundant, because items/object don't make Will Saves normally and honestly rarely make Ref or Fort Saves, outside rare cases. But, this might be bleed over from 3.5/Pathfinder rules as well. Again, thanks for the clarification.

Overall, I like the classes and was happy to hear Witcherwarper, honestly like Warpwitch better, they will be getting a more unique spell list.


Disrupt Attack (Su)
As a reaction when you or an ally is targeted with an attack
originating within 100 feet, you can impose a –2 penalty on the
attack roll. If the attack is coming from a creature, that creature can
attempt a Will saving throw to negate this effect. Once an attacker
has been affected by this paradigm shift, it can’t be affected by it
again for 24 hours. At 8th level, the penalty changes to –3, and at
14th level, the penalty changes to –4.

Two questions,
1) Is the save only for natural attacks/unarmed strikes or all attacks, even those from a weapon?
2) If it is the later, why mentioned creature, items/traps that make attack roles generally do not give saves, especially Will saves. This is a case of redundancy.

PS, thanks Owen KC Stephens for taking the time to address questions and concerns.


GM OfAnything wrote:
Jack Rift wrote:
Xenocrat wrote:
Creature is vs. trap. A trap could make an attack roll, but wouldn't make a save against this - it would just take the penalty.

Using that argument, adding creature is unnecessary if it allows a save because traps do not get saves, outside of weird edge case spells. Either way, it should be worded better, plus you can only target something once per 24hrs, adding save or no penalty just makes this less useful, similar to all the Solarian abilities people do not like.

Also, along with that last sentiment, save or no penalty/effect and once per 24hrs on abilities really is something I dislike about Starfinder, probably one of my biggest complaints.

The creature clause is very helpful. Stating simply that a Will save negates the effect would raise the question of whether Disrupt Attack affects non-creature attacks at all. That just leads to questions and arguments. The way it is written now clearly states that a Will save is only called for if the attack is from a creature which explicitly allows for the effect to apply to non-creature attacks.

I disagree, it is redundant. Items don't get will saves and most unintelligent creatures are immune to will save based effects.


Xenocrat wrote:
Creature is vs. trap. A trap could make an attack roll, but wouldn't make a save against this - it would just take the penalty.

Using that argument, adding creature is unnecessary if it allows a save because traps do not get saves, outside of weird edge case spells. Either way, it should be worded better, plus you can only target something once per 24hrs, adding save or no penalty just makes this less useful, similar to all the Solarian abilities people do not like.

Also, along with that last sentiment, save or no penalty/effect and once per 24hrs on abilities really is something I dislike about Starfinder, probably one of my biggest complaints.


Xenocrat wrote:


0.1. Disrupt Attack lets you use a reaction (no RP) to impose a penalty on an attack targeting you or an ally. (-2, scaling to -3 at 8th and -4 at 14th) They get a Will save, but what else were you doing with your reaction? You can safely choose this and just spam it every round of combat.

Hey, something to note, the ability says if the ability is coming from a creature. This wording needs to be clarified, right now it could be considered to mean any attack or only natural attacks/unarmed attacks. Currently, depending on how the GM interprets the ability you can get different answers. It also has different, for lack of better term, tiers depending on the answer here as well.

Disrupt Attack (Su)
As a reaction when you or an ally is targeted with an attack
originating within 100 feet, you can impose a –2 penalty on the
attack roll. If the attack is coming from a creature, that creature can
attempt a Will saving throw to negate this effect. Once an attacker
has been affected by this paradigm shift, it can’t be affected by it
again for 24 hours. At 8th level, the penalty changes to –3, and at
14th level, the penalty changes to –4.


Yes, way to many classes, that need to many different stats to function. Wis, Dex, Str (for damage), and Con. Sorry, but it is true, especially on a 15 point buy. If you think you can make it work awesome and best of luck.


N. Jolly wrote:
GM Rednal wrote:
Violent Challenge adds to the normal Guardian Challenge power (when you're Berserking, anyway). Technically, it doesn't replace OR modify Guardian Challenge - you can tell because it doesn't actually say "this ability replaces X". If that line is absent, then it doesn't replace any initial power you have, regardless of similarities or differences.
This is intended to modify guardian's challenge rather than replace it, seems a line got lost.

Awesome, that is what I figured, but wanted to be sure, thanks!!


It probably should say modify based on other archetypes, but ok.


Hey question on the Darkness Defender archetype regarding violent challenge and guardian challenge, does violent challenge replace or modify guardian challenge? I really like the archetype, probably better than the main Sentinel class, but this might change my mind if it replaces guardian challenge.


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Meh


Another set of stuff that could be stolen to be used in PF1, kinda like the revamped skill rules. Not overly impressed with what I'm seeing in PF2. Oh, well.


So far the only thing in PF2.0 that I like. More than likely I will steal this to use in all my years of 3.X/Pathfinder stuff.


Crayon wrote:
Sadly, between this and the Fighter, I'm getting a distinct impression 2e won't be a game for me...

Me too. With 16+ years of 3.X matterial and Starfinder I don't see much need for 2.0 in my life. Also, I'm honestly not impressed by either the Rogue (Unchained was way more useful) and the new Fighter just feels bad. Sorry, Paizo, 2.0 isn't wowing me. Sad to say, since I have been fallowing you guys back when you had Dungeon and Dragon Magazines. Hopefully, Starfinder won't get left behind in this new PF2.0 stuff.


The Cyber Mage

Your double shot feat, I like it but would add that both weapons must be used (aka separate attack rolls) to get the bonus. So while it won't stack with trick attacks or similar abilities, it would with normal multiple attack actions.


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From what I understand, if you are proficient with the weapon you are using then you get your level to the attack. So, yeah everyone is Full BAB with the right stuff. Blah.


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Jason Bulmahn wrote:
As a note, the Friday blog will be all about this podcast, adding some clarifications and behind the screen spoilers!

Good, looking forward to this. But, please don't go to far down the D&D 4/5ed mentality. That is what led me to Pathfinder in the first place. Some of the proficiency ideas I completely can't stand.


I am also in agreement with the don't make a Pathfinderized version of 5ed. From what I am seeing, I don't like the proficiency idea at all. If this is what happens, looks like I will stick with Starfinder.

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