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Kalaam's page
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If Secrets of Magic gets an errata it'll be pretty sizeable given the amount of OGL content to scrap and stuff that was already moved to Core 1/2, Rival Academies and Howl of the Wild.
But maybe it'd be good to give more room to add things and write new lore, even if it'd be a hassle to keep the page count.
The one book that might get scuffed is SoM because of how much would need to be scrapped and filled in with new content, so it's being spread about in new books.
What I hope is that all of its content will get the treatment, including lore and classes.
More of the content of secret of magic brought to remaster. Lot of lore has to be rewritten so I don't expect the book to just get a pass. I just hope its ideas and all can be brought over in a future book.
A book focused on just adding feats to all classes (or just non-core classes) without it being subclass specific would also be neat eventually.
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Let's really hope then lol
We're getting a new subclass already, if it continues the trend of its feats specifying "when using a spell that isn't a cantrip or focus spell" maybe that'll give us an indication of the direction they'll go for
So impossible being like a super class heavy book with little of anything else ?
Guess it could be called Impossible Magics lol
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Plus with how much stuff like some spells and all were remastered in CRBs etc, and lore stuff to remove/change, this might give some free pages for Magus and Summoner !
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Saw some people share lists of updates to Gunslinger and Inventor in the G&G reprint, and tbh this makes me a bit hopeful.
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There is but it requires more system knowledge. knowing of items or archetypes that enables them. It's not evident within the class itself and that's a bit of the issue
Yeah let's hope.
At least we might get some spells or items geared for it too.
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Very curious about all the stuff about magic !
Getting a new Magus hybrid study is also nice to see, though I really hope there might be more class wide feats and stuff for the class as a whole and not just a level 4 and 10 feat related to the new study.
So apparently we're getting one or two new hybrid studies again? color me surprised !
Let's see if it gives any indication of future direction.
What I really hope for is also feats for the class overall and not just hybrid study exclusive ones
There is potential in that.
While I don't think we'll see Magus go this far, some of the idea could be drawn upon for a remaster pass.
The concept to its fullest though, I think I could see another class go for it (so with another core feature than spellstrike), maybe call it the Warfarer or something. (I'm being cheeky here but I do think the concept could make for a fun class)

Some of those new actions could be follow up to other strikes (press trait and all) or reactions to successful or failed strikes (not reactions as in, using your reaction but... you get it)
Maybe, if more focus spells aren't added to the class itself.
I aggree to an extent but also looking longer term: magus doesn't get new stuff very often.
Until recently with the latest errata, only a few spells were really cool to see added in new books to be used with magus (new attack spells or more battlemage oriented ones like blazing dive).
With that change, all focus spell addition can be a potential addition to different character concepts.
It could be interresting, even if only theoritically, to see what Magus could be if their "generic ranged/utility/normal" spells in combat are focus spells from the class or archetypes and their slotted spells are their heavy hitting combat altering daily ressource. Either their nova, or their big buffs or Aoes etc. That's kind of bandaidy tho'
Maybe it'd be too close to Psychic.
I'm not fond of that idea, it feels convoluted. It'd essentially be "roll Gouging Claw/Telekinetic Projectile like you would a spellstrike but without weapon rune and only spell damage, if you hit you recharge". Its weird that only then the martial proficiency is applied, where it's supposed to be the point of spellstrike, you get me?
I have suggested several options to make those turns more interresting, notably by expanding on what ArcCsd allows you to do (either as basic features or through feats giving you new strike options outside of spellstrike, could also have purely movement or utility options in there)
Maybe making all focus spells recharge (but remove the ability to spellstrike with them) could allow off turns to cast a focus spell from any source for its own benefits (ranged attack, sure, but also support or control) and recharge your spellstrike to prepare for the next round.
In a sense having recharge options and tools remains good though.
Even if it's only when spellstriking with more than cantrips, if you invest in staves, wands, scrolls or an archetype there is a lot of spells you might use that don't need to be top rank damage spells (telekinetic maneuver, slow, fear, gust of wind etc)
Then having tools to more easily recharge would remain very useful.
Maybe an auto recharge on certain skills based on subclass would then be too good, but conflux spells and some feats you can pick based on your playstyle would certainly be welcome.
It might work, would just have to see what more options would be available.
It certainly would allow more strikes from archetypes to be there (press ones etc) especially 1action ones.
Guess I just like the looping aspects lol, feels rewarding within the design itself. A matter of personnal preference I suppose.
It would have to come with a remove of focus spellstrikes though.
Since you'd only need to recharge after non-cantrips, you could easily nova with one during a fighter, recharge and stick to cantrips afterward.
It kinds of diminishes the value of conflux spells quite a bit, since they moreso allow you to sustain than to burst.

Teridax wrote: Kalaam wrote: I wonder how much things would change if spellstrike cantrip didn't require to recharge. It might make turns very samey still if no other options exist within the class. Kind of like Starlit Span. I'm personally very much in favor of removing the recharge requirement when Spellstriking with a cantrip, and believe it would actually make turns less samey overall. I think this can be broken down into two cases:
If you're playing a melee Magus, you'd actively work towards landing a Spellstrike whenever possible, which would be your best-case scenario. However, because fighting in melee will often force you to spend actions doing other things, such as moving or simply recovering from certain conditions, your turns will still change quite a bit, and there will be turns where you still won't be able to Spellstrike.
If you're playing a Starlit Span Magus, you'd still be Spellstriking every round as normal, but at least your third action would be freed up to do something different each time, creating more variation from one turn to the next. The frequency limitation on sure strike also means you wouldn't just be able to buff your Spellstrike every round either.
So whether you'd be playing melee or ranged, you'd still have varied turns in my opinion, albeit for different reasons. It's true that it does open up some stuff, going for a trip before a spellstrike would be easier to do.
I still think more attack actions should be available within the class though, maybe some would have flourish (and so would spellstrike then) or even the press trait, that'd be neat. Or different follow up to spellstrike like Cascading Ray.
But then, if the need for recharge become so rare (since you'd have 4 slots for spellstrike that would require it afterward), is there any need for a lot of recharge tools ? Recharging with focus spells becomes trivial when you'll likely do it once per fight.
I'm afraid it might lead to a less dynamic flow overall, less interraction between the class' mechanics.
Which is already a problem in some aspects.
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amalgam_81 wrote: Kalaam wrote: Crossing fingers for a SoM one too lol
Though very curious to see what might change
The odds of Secrets of Magic getting a reprint in its current state are low. Considering:
1. Several pages of lore regarding the old D&D schools of magic that are no longer valid.
2. Several of the options presented in the book have been reprinted in other books:
- Elementalist got reprinted in RoE
- Runelord is set to appear in Rival Academies
- Several spells got reprinted across Player Core and Player Core 2.
If they have to replace the reprinted/OGL content, we would be looking at a completely different book.
Then again, what do I know? Maybe, tho the freed up space would give some to new content and leeway for rework of Magus and Summoner.
Maybe it'll be a whole new book instead like someone suggested elswhere, way divine mysteries was the remaster of gods and magic.
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I wonder how much things would change if spellstrike cantrip didn't require to recharge. It might make turns very samey still if no other options exist within the class. Kind of like Starlit Span.
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Oh yeah I aggree that a channel smite cleric feels a bit like magus lite but without all the clunk.
I'm not thinking of different damage type as much as rider effect on some spells.
Outside of the top 2 slots though the smite damage shouldn't be above a spellstrike cantrip.
But again yes, the magus needs some more stuff (and not just more damage. Like you could make it so arcane cascade make it so when you spellstrike you get the spell rank as bonus damage, or double if its from a spell slot, but that wouldn't change the underlying issues)
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Well Channel Smite is locked to a single spell and damage type (well vitality or void if you use Heal or Harm).
So it's much, much more limited than spellstrike in that regard.
And Magus can do it with cantrips which will be better than what the warpriest can dish out without expanding a spell slot.
But yes spellstrike and arcane cascade have become too clunky compared to a lot of other similar abilities (panache, gunslinger's firearms, kineticist's channel elements, examplar's immanences etc and even Runesmith's playtest version.)
It doesn't necesseraly needs to be changed much itself, but it needs more support than just adding properties to it through feats. More ways to juggle it and play with the action economy.
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Crossing fingers for a SoM one too lol
Though very curious to see what might change
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It'd be a tiny change that would be nice to get yes.
Also going mad over seeing Treasure Vault getting a remastered printing but no news for Secrets of Magic yet lol
Did a quick check at level 8:
Two successful strikes with arcane cascade is behind by 1 damage on average.
At level 15:
It's exactly equal on average.
So looks like overall with cascade its just dependant on what the situation in really.

I don't think you can get more damage with just two strikes than with spellstrike (especially using spell slots) without it being horribly unbalanced.
Two successful hits isn't that hard to achieve, and if the idea is that those should surpass a spellstrike cantrip...why use spellstrike to begin with outside of your slotted spells. (for damage at least)
Sure there would be different usecases (against high ac ennemy, betting on a single spellstrike with your best accuracy might be better than trying two different attacks).
But then that additional damage would also apply to spellstrike itself.
For two strikes to surpass/equal spellstrike the damage bonus from Arcane Cascade should be equivalent to a giant instinct barbarian.
Arcane Cascade should be buffed yes, but by expanding on the concept and attack options it provides. Not just by making it deal +18 damage. (That's barbarian's final rage damage bonus for giant instinct btw. It'd go 6, 10, 18 by that progression.)
This is just way too much.
As a feat that gives you a special flourish strike that increases in damage based on Arcane Cascade's progression ? Sure why not. A pseudo spellstrike thing that uses Arcane Cascade instead of a spell. Like a 2 action strike that deals X damage based on weapon specialization or arcane cascade bonus. Like 5 times the arcane cascade bonus or whatever. (that'd make a clean 5, 10, 15)

It's pretty different from playtest spellstrike.
The only thing in common is you can choose to strike and roll the attack spell normaly as an option, but unless you want to target two different creatures there's no point in doing it.
Otherwise I don't see the similarity.
There no "holding the charge" thing etc, spellstriking still works as it does now too.
Its just opening up the technique to more than just raw damage like support for allies, self buff, battlefield control etc by delaying the 3rd action to recharge and at the risk of losing the spell on a crit failed attack if you use the strike first.
But you can still spellstrike normally with attack spells.
So I don't really see the problem.
How much damage to AC do you think would make it worthwhile ?
Personnaly I hardly see any amount that would unless it enables more options in your actions.
Arcane Cascade could add a flat +10 damage it wouldn't really change much to your playstyle. It would only make the non spellstrike turns more bearable.

Riddlyn wrote: Kalaam wrote: Yeah, obviously not everything can or should be ported.
But it gives idea of what the class fantasy originaly was and what could yet be implemented that feels lacking.
Like the suggestion I had for spell combat Right but my thing is if they are bringing classes forward and changing them to fit the new system then it doesn't make sense to try and ask for them to go backwards. That can be limiting to and for the class. I mean have you read the suggestion itself ?
Basically as a replacement our feat chain out of Expansive Spellstrike.
It lets you choose to cast the spell before the strike when doing a spellstrike, or just not channel it through the weapon. When you do so, you can use any spell as it is essentially cast "normally" and aim at any target valid for it (you, allies, ennemies, areas) you just don't get any of the benefits from weapon accuracy for attack spells, or things like that.
Essentially all you get is the action division of Spellstrike, on any spell you want, and still have to recharge afterward.
It reproduces the uniqueness of 1e spell combat in 2e by making it a unique blend of attack and magic that only the magus can pull of. And because it can be any spell, you can have a lot of different characters using it. Have you gotten spells from cleric to support allies ? Now you can do it while you're attacking an ennemy.
You'll still need to recharge spellstrike with an action or conflux spell (or any focus spell if we try the suggestion from earlier) but on that turn you do get a lot of possibilities.
WWHsmackdown wrote: My ideal fix would be a tiny bump to arcane cascade damage and powerful two action activities (from subclass and feats) for the magus that added in the recharge action for free if you're in cascade. I think that might incentivise more non spell striking turns. Laughing shadow getting to strike from 10 feet away, then hide, and recharge. An indomitable iron getting to strike, shove/trip, and recharge. Etc etc. Stuff to incentivise varied magus turns. The third action remaining on those turns would be used for whatever There have been quite a few suggestions in that direction. I think too it'd add a lot to the turn to turn variety of the class.
Haven't suggested 2 actions that compress 3 as options but some do allign somewhat.
I suggested that one or 2 skill actions per subclass trigger a recharge on success (once per target) and some feats could synergize with it.
Like Inexorable iron recharges on successful shoves or trips if you're in ArCsd.
However I don't really see how adding extra damage to cascade would be really useful to the class' gameplay.
And then if there's a Knockdown like feat (with a magical spin lets say, if it requires arcane cascade) that is a Strike+Trip roll at same MAP for 2 actions, on a success you would also recharge here, or on any action that result in a sucessful trip in its text.
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Yeah, obviously not everything can or should be ported.
But it gives idea of what the class fantasy originaly was and what could yet be implemented that feels lacking.
Like the suggestion I had for spell combat
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But that's the only thing.
There isn't any other way your martial side supports your magical side, that's what I'm saying.
Compare to 1e feats and magus arcana that had more stuff for that (Riving Strike and so on)
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I think forcing the use of cascade to be able to use the compression of the conflux spells would just cause more friction.
It's not really encouraging players to use it and stay in it as much as forcing their hand.
Giving more abilities unrelated to spellstrike that can be used when in the stance would be more encouraging I think.
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That's quite a lot of additional steps, i'm not sure it would really change things for the better.
It'd make recharging even more action intensive.
Because for that you need to first enter the stance, then use the conflux spells/cantrips (if they still recharge)
This is way more combursome this way.
Plus those higher feats are definitely way too necessary. Sure they are very high level (18/20 is about when you can get the "quickened to recharge spellstrike" feat) but until then it actually takes less actions to just do the normal 1 action recharge.

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Well all the studies already get something from being in the stance.
That something might be buffed up on some of them. And sure, maybe at certain levels there could be another bump.
But I don't think just having more damage on cascade will make it much more fun to use. I won't change the way you play by itself.
Inexorable should get that benefit from the getgo, it's too "gameplay defining" to be a later feature.
For the rest really there isn't much you can improve at a higher level change tbh. At least can't think of one.
Twisting Treet already gives you increased damage, traits etc from the subclass alone, the cascade allows you to benefit from whichever set of traits you like at any point since you can swap grip as a free action as you attack. Can't really add much to that that is a continuation of the concept.
Same with Brocade, it already gives a lot and you can hardly change it without it being too good. Like if you change the disarm or grapple follow up to a reaction that's super strong.
I don't think using your spell proficiency would be good for that honestly.
For that you already have the Telekinetic manoeuver spell, plus it'll just be worse than using the actual skills.
Maybe allowing a choice but then it might also be too good.

Enterring the cascade to recharge might indeed "force" enterring it only after spellstriking to maximise its usefulness. That's a bit why my initial suggestion was that you can end Arcane Cascade as a free action to recharge spellstrike. It differs the recharge aspect to later, at the cost of losing the benefits and having to enter it again.
The worry of forcing a playstyle too much is valid. Maybe having those as feats instead would be better, but also kinda of feel like a tax. Like "at level 2, use your feat to choose how you wanna be able to compress the recharge action". I don't think a numerical bonus would be needed there though, just the recharge benefit, and in some cases facilitating the use of the skill (Allowing Trip/Shove with a two handed weapon when in AC for Inexorable Iron for example)
There must be some kind of balance somewhere, maybe a feat that lets you pick another study's recharge skill. (kind of like how different casters or martials have a feat to gain some/all the benefits of another subclass. Like bard, druid, ranger)
And then some more additional options in the feats like Recharging on a successful First Aid/Treat Wound, or on a successful Bon mot. Etc etc
We'd have to list all the suggestions to more recharge options and see what combinations work. Because I doubt all can be kept.
It also depends on what nerfs are put in, like if the Focus Spell synergy is removed, this opens up more space.
Etc etc

Athletics and acrobatics are some of the most common skills for martials that fit hybrid studies because well... those are the most direct "martial" skills.
And having a recharge feature (or anything) relying on other skills like intimidation and so on might be an issue because of stats and MAD and all.
You can divide things up accross specific actions within those skills:
For example Inexorable Iron could get Shove and Trip while Laughing Shadow gets Feint and Disarm. Could also get Dirty trick or other stuff based on Thievery.
I mean Aloof Firmament gives you the benefits of a feat while in the stance, a revamped Laughing Shadow could give you Dirty Trick while in the stance.
Would have to see which subclass would fit Demoralize the most, or more niche actions like Seek.
Hide and Sneak are also valid. But the issue is you'd automatically know if you've hidden from someone if that recharge spellstrike, so I guess it'd have to be something like just rolling to hide recharges, unless you roll a nat 1. But then the immunity applies to every ennemies who was observing you when you hid. That'd only be once per fight then, but given it'd most likely be for Starlit Span, which already has an easy time recharging spellstrike, it wouldn't be much of an issue really.
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It's one option yes. Good idea.
It's one way to get around the problem.
Guess this does make it a standard of the class cantrip selection. If you need to move over 50 ft.
You'd still end up not doing anything but moving and enterring the stance tho.
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I mean sure, a +5 foot bonus for a double strike for 2 action is a neat cantrip when you need some extra movement but what does it have to do with what we were talking about ?
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I mean swashbuckler and gunslinger have stuff to recharge their gimmick through the use of skill so why not ?
Also you have completely misread: I said their martial side doesn't support their magic one. The other way around is already present.

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I just thought of something.
Under the condition or removing focus spell compatibility with spellstrike:
Recharging it from any focus spell being used.
This would still make them desirable, open up a lot of options for all kind of builds including ones that don't have high mental stats, or choose to focus on charisma or wisdom.
Maybe it'd have to be a feat, kind of like old 1e arcana that let you spell combat with spells from other classes.
Something like:
"Conflux Studies: Choose two focus spells you know that aren't conflux spells. They are now considered as conflux spell for you. This feat can be taken several times, each time select two new focus spells you know to turn into conflux spells"
It does feel a bit like a band aid but maybe it could work ?
This also addresses another issue with magus (or any class outside of core) of hardly receiving new "in class abilities" with new books, outside of normal spells.
Not sure if this should be a thing alongside skill based recharges. Maybe it'd work 'cause I don't like the idea of forcing your to multiclass for more option either.
Either could be a feat while the other is a base feature (like you get that 1 or 2 skill action recharges (limited to once per ennemy) based on subclass. And the Conflux Studies as like a level 8 feat. And maybe some more skill action as feats, or upgrade to them like you see on other martials)

Bluemagetim wrote: arcane cascade is the sticking point most want something for. No one really likes action taxes like it and when they have them they only put up with them if they enable a playstyle which arcane cascade does not uniformly do for all hybrid studies...
That's a fairly good summary. Though on the part about it just being a third action to take after a spell I think it's still a pain point because the class already needs a lot of other actions. Whereas a full caster could cast a 2 action spell from afar and not need to move, it'd be an obvious viable option to use cascade to get subclass benefits. But as a magus it often isn't that simple.
There WILL be fights where it's very easy. Like ones where its simpler to let ennemies run up to you, you can cast a long range cantrip or use a scroll or staff or a slot to cast a control spell of sort to slow them down (like grease, web, etc) then enter cascade and wait for them to get to your reach. Or just stride once just out of theirs, cast shield and enter cascade etc.
But there'll also be a lot of fights where kiting the ennemies for the first round won't be an option ( a lot of battlemaps are fairly small, in dungeons etc) and you will have a much more painful choice to make between moving, casting some spells, entering cascade, using spellstrike etc. Having to make a choice isn't a bad thing per say, but it can take several turns to find an opportunity to enter the stance.
Then it depends on how beneficial your subclass benefits are.
Quote: Inexorable iron - 1/2 Level temp hp/round
Conflux - 1 action strike with aoe chip damage with its own DC and knockdown crit rider
I think that one might be one of the most painful.
Temp HP is good (better than a lot of people give it credit for) but it also doesn't really help your playstyle other than giving you a bit of (much welcome) sponginess.
Comparing to Unfurling, which gives quite a few skill action benefits, I think allowing to use Trip and Shove actions (probably not disarm and grapple, maybe reposition?) when holding a weapon in two hand would be a good buff to that. It'll open up possibilities to the subclass.
For the Conflux Spell, again compared to Unfurling that has a kind of similar effect with the immobilize on success and debuff on crit, I think there should be another effect on a successful save. Like putting the targets off-guard until the beginning of their turn, so it benefits the rest of the party.
For convenience being able to chose a cone or line aoe would be nice too, it's the only subclass whose conflux spell can be unusable because of positioning with allies.
Quote: Twisting Tree - basically choose one or two handed grip as you strike and at the end of turn as free actions.
Conflux - 1 action for two strikes must be different targets and normaly apply MAP.
I'd say the main issue it has is that the conflux spell is boring and you'll rarely benefit from it by having 2 adjacent ennemies. Holding the staff in two hands to get Reach can help, but it remains a situational spell. Decent when dealing with a lot of mooks, pretty bad otherwise.
Essentially when not surrounded by ennemies, it only compresses 2 actions compared to all the other subclass conflux spells.
I don't have much to say about the others.
Targe is a bit boring but effective, maybe allow a shove instead of a strike as part of raising the shield to give some variety but that's really it. Really helpful until level 4 when you can raise your shield with a reaction, before that it just makes your action economy even more painful. Unless you go get Bastion as an archetype, but then that's just a feat tax (of 3 feats if you want to pick another one).
Being able to get the shield bonus to saves against magic is huge, and extra hardness is always welcome.
Starlit Span is a but weird not having any benefit from cascade itself, but the massive boon that is not having to move to spellstrike is already huge. Something like increasing the weapon's range increment would make it even stronger. But very long range fights are rare so maybe it'd be fine ? Maybe reduce the penalty of firing further by your arcane cascade bonus or something. If we really had to give it something.
The focus spell is neat, though situational it benefits the whole party which is something I honestly wish the magus had more of.

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Bluemagetim wrote: Kalaam I would be surprised if they didn't revamp the class in a remaster version.
Probably in ways none of us expect even.
Quite possibly. But that's also why having those kind of discussions is important.
Pointing out pain points that could be addressed in a reprint.
What expectations etc we have.
And even suggestions aren't bad to share either.
Firelion wrote: This can be said of any caster poaching Imaginary Weapon or Fire Ray.
[...]
Imaginary Weapon is too good a cantrip. It's fine on the psychic which relies on amped cantrips, but giving it to regular casters and the magus makes it insanely powerful.
So I hope you're ok when imaginary weapon gets taken away from the magus without anything to compensate for it as I expect that to happen. Which is why I have gouging claw ready as my default magus cantrip as I can't see Paizo maintaining Imaginary Weapon at its current power level and available for regular casters and magus.
Yes the psychic dedication might need a nerf.
And yes I'm ready for it to impact magus.
Heck at this point I am annoyed enough to want it to happen and for it to only give cantrip versions with no amps.
At least the conversation about magus daily ressource and balancing will finally be free of that black hole of a spell dragging everything to it.
Suggestions have been made (Striking Spell slots, similar to school spells of wizard for example as a counterpoint to studious spells) and being defeatist and going from the position of "devs won't change anything, why bother talking about it" will never bring anything positive to the table.
We might as well share ideas and discuss.
At worst, nothing comes from it officially, and some of us find neat houserules to use in their games.
At best, it gets noticed by the devs who then look into things and may change stuff around like they already did by allowing save spells with base spellstrike as they nerfed sure strike

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Deriven Firelion wrote:
Most magus players want boring, but effective.
If you want some kind of hybrid caster, you can already build that by either going base caster and adding on martial or going martial and adding on caster.
Magus is built to be a simple, highly effective spellstriking damage hammer. It was way overpowered in PF1 with spellstriking and regular casting with a ton of spells.
About all I want for the magus is a smoothing over of things like Arcane Cascade. It's action sequence is as it is because Spellstriking is powerful. If they weakened it, then it wouldn't be great. If...
You can't speak for the majority of players.
And even then, it doesn't mean much.
If someone expresses a frustration with the class, and explains the reasoning behind it, it can't just be "you're bad".
It was shown over and over and over what the pain points are, potential suggestions, elements that are blocking potential changes because of unintended synergies etc
Nobody wants a boring class.
Some might want a straightforward class, and that's totally fair.
But no majority of player wants to be bored "but hey at least I do a lot of damage sometimes".
And again, you do not address the actual points made.
Nobody is asking for the magus to get 3 spell slots of every rank, or to get power attack but better, or for spellstrike to be one action or stuff like that.
The closest thing to a direct power boost was my suggestion of a penalty to saves during spellstrike to give more variety in character options.
And even on that I revised it several times with the concerns it would be too strong.
Including the last suggestion that makes it a support for *any* spellcaster in the party.
Because here's an aspect of the magus that's under developped:
It's caster aspect supports its martial one yes. But you don't have much that does it the other way around.
It's a shame for the gish class to not have its martial aspect have ways to support its magical one or support the party.
It something worth exploring or expanding.
Or else we just leave the class as it has been since release, never add any feat while core classes keep getting new ones every other book.
I don't see anyone complaining about fighter getting a whole selection of new feats.
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Thank Groetus someone gets it
Honestly that's just one of the issues, I think.
But it's one so big it monopolizes conversation because anytime you say magus has issue or doesn't work that nicely you get hit by the
"Yeah but imaginary weapon though"
Imagine if fighter had like no feats at all for attacks and stuff. like at most you got vicious swing and that's about it.
You point out the class lacks options and you always have to archetype into suff like mauler, archer, duelist to get anything good.
And everyone says
"Yeah but +2 to attack tho"
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Well we just disaggree then.
We have our suggestions, you're not interrested, that's it. No use to continue this.
Anyhow, happy new year Gunter !
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Why are you even there then ? Are you afraid something will change and make the class non functional or something ?

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Oh because you somehow know the majority of opinions ?
Not that its relevant anyway.
A thing can be popular and flawed.
Sure Strike sure was a popular spell, that didn't stop it from being nerfed.
I dunno about "the majority of players" but I imagine if you only play magus for that, after a point it gets boring.
I did see a lot of people sharing their story of changing character after playing Starlit Span magus for a while and getting bored of it. The novelty of massive damage wear off after a while if there is nothing else going on.
Also you're completely wrong about archetypes.
Archetypes are there to expand options or specialize your playstyles in way that are not necesseraly "expected" by your class. or to enhance something it already has.
Sentinel is great if you want to do something original like a heavy armored sorcerer for example.
Or Bastion is a fun way for your monk to use shields in a way that isn't usually what the class does.
Etc etc
You can also use them to enhance your class.
But they aren't meant to fix them.
A fighter doesn't need to get the mauler archetype to be able to use two handed weapons.
Why bother giving archery feats to monk when the archer archetype exists then ?

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To be fair Vicious Swing has an upgrade at level 6 (so at the same time a Magus would get IW if we go that route) that makes it count as a single attack toward MAP. And it only costs 2 actions because no recharge, and no ressource expenditure. A fighter can easily do a normal strike then Vicious swing early on if they don't need to move for extra damage.
Actually let's compare !
At level 6 a fighter who opens with Vicious Swing then a normal strike, on average:
Both longswords, magus with cascade
Fighter: 3d8+6 and 2d8+6 = Average 35 damage
Magus: 2d8+5 and 6d8 (amped) = average 41 damage
Magus no amp: 2d8+5 and 4d8 = average 32
At level 15
Fighter: 5d8+13+3d8+13 = 62
Magus no amp:2d8+14+9d8 = 63
Magus amp: 2d8+14+16d8 = 95
So yeah with time Magus will overtake the vicious swing combo at higher level. But vicious swing is overall more reliable (less variance in damage and fighter higher accuracy) and much easier to deploy at no ressource cost.
But again: yes magus spellstrike when spending ressources is strong.
Nobody disputes that. This isn't the subject and for the love of aroden can we move from that ?
Magus gets spells slots, sure. But they are needed to be as good as everyone claims its damage is (unless psychic cheese).
It can get access to powerful utility and support "on level" which is very good, yes. But its still a big sacrifice to their main class feature.
I don't see why it seems so hard to see that.
yeah a magus can have wall of stone right when the spell is available. It can be super useful to have.
But that's 1 fourth of their slots.
Does a wizard fills a fourth of their slots wall of stone ? It may take a third of their highest ranking slot on level, but at high level the wizard keeps getting more and more slot. So having 2 or 3 wall of stone prepared is a negligeable cost to them.
For a magus, it'll always be 25% of their spell budget.
And again: yes you have some feats to more easily use scrolls for subclasses that can't have a free hand easily.
Yes you can use staves and wands (and staves are way easier to use within fuse staff with the new errata, thanks for that) but once again, it's not the point. It could be interresting to check which staves have useful spells that don't need to spend all charges on for spellstrike though, to remain useful.
Also, regarding save spells DC and penalty.
To those who think its too good. here's a suggestion:
It's a feat.
It takes a 2 action strike to setup on the turn prior.
And it benefits all spellcasters in the team, or only the next spell.
Riving Strike (feat level 6 or whatever) 2 actions:
Condition: You are in the Arcane Cascade Stance
Make a strike, if you hit and deal damage the targets suffers a penalty to their saves against spells. This penalty lasts until the end of your next turn or until it rolls a save against a spell, whichever comes first.
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It's really starting to sound like the excuses you hear in 5e.
"It's fine you just have to homebrew this and that"
Just that it's
"Magus is fine, you just need to take two archetypes, rely a lot on consummable items, always have the same two stat distribution and pray that your team babies you constantly"
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Magus should be more than just "you need everything to align and get lucky to get overkill damage".
It lacks on a lot of aspects.
And you shouldn't need to use archetypes to fix broken aspects of a class.
If you need it to function, the class should have it to begin with
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