Note: I am going to do my best to not talk about proposed changes or ideas. This is not what this post is for. Rather I want to give my feedback on every facet I can of the class. What I think is good. What I think isn't. And why I feel that way. This will be based on reading the playtest a lot along with a few mock combat scenarios with 3 kinds of kineticists.
1-high Dex high con DC kineticist
2-high strength high con DC kineticists
3-high Dex/str low con attack focused kineticist
I won't go into detail on the combats. Just giving my feelings.
Start with base class.
8 hit dice she key con is interesting but makes them about on par with a normal martial in terms of HP
I'm surprised they have a martial kit. I was expecting casters. I like this in truth. And a class that focuses more openly on class DC is an interesting choice. I have no major opinions on the weird times the kineticist improves it's martial proficiency other than it seems to be a misprint. But maybe not
My feelings on the base kit. I don't mind that you are 1 point behind on "optimal" martial builds so long as we get stuff to compensate. That said. Missing is also never fun. You will miss more. But will you really notice that +1 missing? Will you ask your DM to tell you every time you miss by 1 do you can make a running tally of personal grievances against such a design choice? I likely won't ever notice this issue in real life play.
Gates. Dedicated, dual, universal. First impression. 3 level 1 feats? Nice! 2 but for different types? Nice! 1 feat of your choice every day? That's really good. If this was all there is I'd be pretty much fine with this. But I have issues.
Issue 1: dedicated gate feels at this stage of character creation a trap. Meaning I'm potentially going to be in a situation where my entire class is possibly useless. Wich will feel bad. D
Issue 2: there is a class feature that gives you damage resistance to an element you can cast. Universalist gets so much from this age the defense is so good. It basically turns both other versions into trap decisions. You lose at most 2 level 1 feats in exchange for so much more versatility, both offense and defense.
Let's continue
Gather element, my thoughts. It's basically draw weapon. In some ways. I assume specifically mentioning being able to drop it, similar to dropping a weapon. Has reason later. It's also kind of like a stance. Interesting.
Elemental blast: my thoughts. Interesting they set us up to be.. Arguably, one if the easiest switch hitters in the game. Absurdly so. Even better then guns with a attachment or a combination weapon. This is incredible versatility in my eyes. I'm only slightly disappointed. I'd of preferred the ability to just have these as our basic attacks at all times. Like I could make my first attack with earth and just following attack with an agile one. But we are limited to what our current gathered element is. Given our lesser accuracy. I question the validity of earth/waters traits. Second attacks will be very unlikely to hit vs a relevant foe. On top of this I'd of preferred air to be versatile piercing. Beyond that I'm curious to what the other two elements will provide for damage types.
Adapt element, my thoughts. Just seems like a fun little ribbon effect that you might never use it might make a mildly memorable moment. No further thoughts at the moment.
Extract element: my thoughts. Ah. So this is meant for dedicated and dual gates primarily but can see use from all 3. It has a fantastic effect even on success. Class DC and targeting fortitude kinda hurts. But this is an offensive version of gather element. The -1 to ac and saves is clearly meant to help compensate for the fact that Con is our key ability modifier. Overall? A fantastic ability thanks to the affect on save. I just wish I could use it on basic humanoids and such. It might be niche and require meta gaming.
Adapt terrain, my thoughts. This might be if niche benefit. Wild have liked up to 1 bulk though!
Elemental flexibility, my thoughts, I love this stuff. It's one of my favorite things fighters get.
Pure adaptation, my thoughts. I like it. It's getting better and better. But I struggle to imagine immediate uses. Maybe this will reward the very creative.
Elemental immunity, my thoughts. Same as resistance. It makes it so why would you ever use the other gate styles. Unless... Can you extract and use an element that's not part of your gate? If you can... Might not be so bad.
Final gate, my thoughts. This is nice. Similar to what many classes get around this level.
Feats!
Elemental familiar, honestly I'm the wrong person to talk about familiars with. I usually just use them for focus batteries and kineticists don't use focus.
Elemental weapon, I like this as it gives us access to martial weapons essentially. Though at the expense of not being able to use extract element by by reading... And imo extract element is going to be very key to the class. Though I wonder. Given the limitation of extract element. It might just be a straight damage upgrade in some scenarios.
Flexible blasts, one feat and boom, you are a competent switch hitter no matter the gates you are using. Love this feat.
Kinetic activation, this seems extremely good especially as you get to higher levels. Maybe not a low level pick though.
Voice of elements, I don't know if I can I have the stat budget for a niche face kineticist.
Blast barrage, 3 attacks for 2 actions, normal nap, different targets. I'm kind of neutral to this. I don't know if I'd ever take it because I'm likely to never want to make a third attack. But it's decent action economy.
Command elemental, extremely niche, potentially very good. Prime flexibility bait.
Cycling blast, this is probably reason enough for me to not want to go dedicated gate. I really like the action economy of this.
Stoke element, this seems very weak in comparison. Changing it to even + to hit would be better and give another avenue for people with accuracy concerns. Either way it seems extremely clunky and weak.
Aura shaping, this seems really good for specific builds. I like they it goes off Con mod.
Chain blast, this seems incredibly nice easy for air gate to get more damage. Though it's dependant on the encounter. Still useful for others though.
Deconstruct element, the effect is good. Applications difficult however. It's just niche. You have to get hit with an earth trait to use it as example. Outside of specific adventures this feels too specific.
Fusion blast, basically power attack. Though I want to say this one is a bit better? Maybe not with the lower die size but I still like it.
Gather amalgamation, I want to like this a lot and in some ways I do. It's probably a great way to chain area of effect attacks from round to round so long as you don't have to care about resistances. Certainly fun.
Rapid reatunement, just yes
Flowing kinetics, I love action economy hacks and I imagine many a blaster caster would love a feat such as this.
Steadfast kinetics, but as fun, but decent and effective.
Effortless impulses, equivalent of a caster feat and still good imo.
Imperious aura, this is more my style though
Maelstrom blast, become the prime target immediately! I'd argue this one is worth the action cost.
Nourishing gate, it's fun, it's flavourful. It doesn't interest me a lot. But that's me and you might be different. I don't think it's bad though
Flawless elements, maybe good for very specific builds.
Omnikinesis, this is more my style, so many great feats.
Air, aerial boomerang, huge range. Maybe good for level 1 but a thin line can be hard to leverage well.
Air cushion, at 8th level this is just silly and can create many fun scenarios I feel.
Fair winds, it's fun but 2 actions to give yourself +5 movement, is steep. I know it helps the party. I'd love it more if it was variable action cost.
Whisper of the wind, good for a stealth focus!
Flinging updraft, seems useful but niche. Maybe too niche.
Soothing breeze, seems a touch weak for the action cost. I know it's because of the niche utility attached to the heal though.
Clear as air, this one is a lot of fun. I'd definitely take this on a stealth kineticist.
Storm spiral, I like these kinds of abilities. Forced movement, even 5 feet. Can save other characters entire actions.
Celestial palisade, wall of wind you could theoretically do every other round. Fantastic.
Wings of air, incredibly good. Especially the upgrade!
Circulate qi, this is a pretty good support ability overall. I'd use it.
Wiles of the wind, will save? Illusion? Man air definitely has a strong theme.
Body of air, all these spells as repeatable abilities makes me really see why overflow exists. Though I think it might exist on too many things.
Ferocious cyclone, time to retrain out of that level 1 feat.
Infinite expanse, love the concept, I don't know if it's actually that great. On paper it feels like it would be too easy to simply accidentally leave it.
Crowned in tempests fury, this is just cool. It's a buff state, not the strongest, but certainly not bad.
Earth
Geologic attunement, become toph from Avatar. All I needed.
Stepping stones, the fact others can use this is actually great. I've ran and ran into a kit of difficult terrain in my games.
Stone shield, I wonder if this would be too powerful of it only crumbled when actually destroyed.
Tremor, I'll be honest. I think this is bad. The radius is too small for what it does and I think it would target reflex. Sorry I couldn't help myself.
Dust storm, this is really cool. Fort save makes sense here even if it hurts. But the fact it just... Persists...I love it.
Restoring mud, this seems mostly solid (lol)
Igneogenesis, it's hard for me to quantify this feat. Could be really useful in niche scenarios.
Rolling Boulder, eh. It's fine. A bit boring but very thematic.
Spike skin, a good support action.
Swim through earth, this could allow for some fun tactical movement.
Hurtling rockfall, I'm hesitant on class DC attack skills but this one could do decent damage
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Rock rampart, I'm seeing a theme. It's good.
Assume Earth's mantle, I like this a lot. It's cost intensive but if you have a chance to set up it's great. This is making me want to dual gate with air.
Stone guardian, I love this, I honestly am surprised this one isn't overflow.
Rebirth in living stone, lol what? Please don't nerf O.o
The shattered mountain, but why not reflex save.
Fire
Burning jet,I take it back, this with assume Earth's mantle lol
Eternal torch, eh, I could see some funny stuff but otherwise, get a torch
Flame eruption, it's even more niche than the air level 1 feat. Not a fan
Warming nimbus, this seems incredibly strong.
Blazing wave, better burning hands?
Desert shimmer, wishing the earths variant of this let you see through the concealment.
Crawling fire, seems.. Good but weird. I'm not sure what to think about it. I'd play with it though.
Wandering smoke, this is really good and fun
Kindle inner flames, I'm honestly impressed at the support abilities offered by this class.
Solar detonation, I'm still just.. On the fence on these things. But this one seems pretty strong in relation to it's others.
Architect of flame, wall of fire. Good!
Furnace form, this is really good by level 16.
Arrive in conflagration, this is probably more useful for the teleport than the damage but it's a nice bonus
Horrid ignition, dang this is really good.
All shall end, this is really fun especially if you think you will die next round.
Ignite the sun, this has incredible range and the group buff is great and it does damage too!
Water
Deflecting wave, I don't like overflow for a reaction but this is also powerful and covers a lot of options.
Tidal hands, I like the flexibility on this
Water dance, good, I like that it gets better when you use it on yourself.
Winters clutch, a great aura imo. Interesting you went with cold.
Return to the sea, niche but can make your fighter great in a bad situation.
Veil of mists, interesting but not my favorite.
Slippery sleet, imo this is way too weak. Damage and the balance DC.
Standing surf, yup another wall, still good.
Lowland fog, at first seems good, later elements make it seem kind of short lived for the investment.
Torrent in the blood, this is pretty good heal with pretty good rider, on comparison to the others.
Drowning sphere, I'm amazed this doesn't have an overflow tag.
Glacial prison, part of me wishes it was a cone it burst.
Barrier of boreal forest,oooo water gets two walls. Nice!
Sea glass guardian, this is cool but I don't see a kineticist desiring to tank for long. So I don't know how much use this will get
Ride the tsunami, this is pretty good. The swim speed is a nice touch.
Usurp the lunar reigns, on the whole this seems weak, it might have niche scenarios where it's very strong however.
I'm sorry this is so long. It's huge. It's unreasonable. But I did it and I'm gonna leave my spelling errors in.
My closing thoughts
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I feel like water is the weakest. It's support abilities didn't seem great.
I enjoy that each one has an analogue skill to each other in many areas from araus to buff states and heals.
This class has much better support than I expected and I didn't hesitate to utilize my overflow for many of them.
The damage "spells" have great range and effects usually though the damage is a bit anemic.
The strike portion seems very solid to my though. Are you going to make a fighter or barbarian sweat? No. But you will do a good job and this class is probably the easiest switch hitter in the game.
I still have an issue with level 1 strength kineticist being far too easy to just straight up die before making it to achieve your feat tax to get medium armor.
I know people are upset with accuracy. I'm not. But overflow is perhaps on too many things. I absolutely agree that aoe abilities that can be done every single round or even every other round. Need some real limits. I just don't know if overflow is the way to go. After reading up on burn though. No way will that be balanced in this system.
Sorry for the gargantuan post