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![]() JiCi wrote:
I certainly subscribe to this train of thought, and "Fighter = Knight" creates a lot of issues with the power budget in general. I think Starfinder delivers the Soldier much better with its flavored subclasses. ![]()
![]() I think we can agree that weapon groups are bad for class fantasy. It was a bad decision to tie them to a single type of item, ("SWORDS!!!!") instead being associated with a holistic martial style ("I'm a desert nomad, so I'm good with the sword, spear, and the bow; this is my friend the sea raider with proficiency in the axe, shield, and polearm"). Trying different stuff is the fun in RPGs, and siloing players so much is a minus. ![]()
![]() Ok, this is going to be a long rant, but I think this speaks to the overall lack design direction on Class Feats in general. "We want to make Class Feats the most appealing option" is a design choice, but then you have classes with absolutely heinous options – from one-offs, like a Fighter's Bladed Break, to Investigators having pretty boring Class Feats in general. I think the problem lies on this: Multiclass Archetypes proposition PCs to develop a character concept, but Class Feats themselves are built to be tiny mechanical knobs. E.g.: "I want my Wizard to have the training of a master-at-arms" competes for the same slot as "my Wizard's got some extra Cantrips." I think Paizo failed to deliver with the Class Feat/Multiclass Archetype angle because while it's really fun to have options like Nimble Dodge or Stunning Fist, they occupy a completely different mental space and required powerlevel to deliver the same fantasy as Stumbling Stance, Crossbow Expert, or any Multiclass Archetype in the first place. ![]()
![]() Bluemagetim wrote:
Bulk is rarely an issue in any games I've played for STR characters, it's very binary. Speed is notable but I don't think it's an issue comparable with being -1 AC. ![]()
![]() Hi Paizo community and team! I know we are way past the playtest and the Guardian is likely heavily in development, but I have what may seem like a weird ask: Please, give some thought to class options (an archetype or feats) that improve how the Guardian plays out with medium armor or unarmored. The reason I'm asking this is simple: heavy armor is massively more powerful than any of the other options. +1 AC over the rest of the armors, which cap at +5 vs +6 for Heavy, is a huge incentive to go that route. Right now, there is only ONE class that gets a major defensive benefit to not using Heavy armor: the Monk. Before, the Barbarian used to be an option too, but with Armored Rager being a class choice, there's few incentives to remain with Medium Armor. For this reason, rather than keep centralizing all defensive characters around Heavy Armor, I'd love to see maybe some class archetypes that trade features to make the Guardian function better without Heavy Armor, or perhaps less features/Class Feats that increase in effectiveness with heavier armors. It seems like we keep getting more and more incentives towards it when the game already rewards using it baseline. Thoughts? ![]()
![]() Squiggit wrote:
This is literally my longsword/katana duelist ask! ![]()
![]() TheFinish wrote:
You are a genius, didn't realize the new Ruffian wording on what constituted an able weapon. ![]()
![]() Perpdepog wrote: I know it's not up on AoN yet, but I think you may be happy with the Spirit Warrior archetype from the Tian Xia Character Guide. Its dedication gives you that combo-like attack that monks get, but open up the weapons you can use with it to include stuff like katanas and longswords. I wanna like this, I really do, but there's one problem... it doesn't have a baseline class that goes with it well. It'd work great with Swash or Rogue if I could get +2 to Strength to use a longsword or a katana effectively, but no dice. I actually think that the new Fighter archetype would also be pretty viable if it allowed the use of swords. ![]()
![]() Mangaholic13 wrote:
It's a whole different feeling to use a larger blade than a short blade. I'm a huge chanbara nerd, and I'd love to make a kensei-style swordmaster. All alternatives nowadays are either heavily armored, use smaller weapons, or don't really deliver the fantasy (stuff around parrying, mobility, legendary defence...) Again, it's a niche, just like every other ask here. But nothing captures a properly built Warrior Poet. I'd like to invite everyone to watch Samurai Rebellion or the Sword of Doom and not come out really hyped to build something like that. ![]()
![]() keftiu wrote:
Katanas, baby, Katanas. ![]()
![]() I just want something similar to Warrior Poet from 1E:
An Unarmored + No Shield archetype for a Guardian would be sick (depending on how the class turns out). ![]()
![]() OceanshieldwolPF 2.5 wrote: None of which is, to me the most important thing: that, to me, the Guardian needed serious attention before the playtest period was over, so that we could then, you know, playtest the revision. But the whole purpose of playtesting is to aid the designers/developers, and not the testers. That's why you are testing after all -- you are not gaining a privilege as so much as doing a service.And the service is really useful! You are solving internal debates. You have no way of knowing what these look like, the context, the research, etc. that motivated them... But [be]we have to assume that what is tested stems from these controversies.[/b] Otherwise, what's there to test? If the design was fully polished, we'd be doing editing/errata hunting instead. I hope you get that your spontaneous gut feeling, unguided, is much more powerful to solve these dilemmas than any conversation you could have with Paizo's team. When the product is out on the shelves, that's mostly how it's going to feel. ![]()
![]() Witch of Miracles wrote:
I understand where you are coming from, but, also, what's the reward? Both the Fighter and the Barb lived for the same amount of turns, dealt basically the same amount of damage... ...but the Fighter dealt a little bit more damage, and the Barbarian had swingy turns where it'd be critted consecutively and die. If there was some real incentive to take the risk, sure... but just to stay at parity with the Fighter? Doesn't make sense to me. ![]()
![]() Gortle wrote:
Look, you have a perfectly good forum thread, right here under your nose, about people talking about how -AC on Rage fails to deliver on its premise by creating several "bad beat" games in which the Barb gets blown like a piñata. @On Fury: they actually gave them new feats, don't knock it until you try it. @On Investigators and Swashbucklers: I think knocking them before you try them. And if they suck... just like the Ranger came back a little bit lacking... I think it's more about pushing for the changes that you want to see rather than advocating AGAINST buffs to other classes. It's not a zero sum game. ![]()
![]() SuperBidi wrote:
I disagree, otherwise, it'd be Gestalt everywhere. Engaging challenge is a non-trivial issue. I believe games are right-sized for their ability to deliver the core fantasy. ![]()
![]() SuperBidi wrote:
Compared to player expectations. This is, of course, as subjective as the next thing, but I think that the competitive edge of PF2E over DnD is players who want more decision points per turn and encounter. The proliferation of Free Archetype games is a display of people wanting to get more out of class chasses / feat loadouts and really exacerbate that difference. I think most classes in PF2E are just shy of delivering the depth that players want, and anything that powers them up is welcome. ![]()
![]() Kobold Catgirl wrote:
Since they have more reactions to protect folks, I think an elegant solution is more Reactive Strikes! Other classes use their actions for offense... you use them for defense, and you can spend your excess reactions for Strikes if you didn't use them defensively. ![]()
![]() @Jason: Really like the changes proposed to the Guardian, but I do hope that - (A) Offensive capabilities of the Guardian are looekd at. I think Guardians should have some ability to provide forward-progress as needed... (B) Less importantly, I hope some thought is given to whether we want to tie Guardian features to Heavy Armor... I think Medium Armor is such a niche choice that it shouldn't be penalized... ![]()
![]() Quote: Monks had small changes, didn’t need too much, expert strikes give you crit spec now. Ki becomes Qi. Monastic weaponry now applies to ancestry feat weapons. New stuff like fuse stance at 16, you combine them into a new stance you name yourself and benefit from both, make your own unique style! Seems pretty unambitious... ![]()
![]() Ravingdork wrote:
This is probably the dumbest ending out there. People are tacking on Free Archetype / Ancestral Paragon to all their games because they are dissatisfied with current power budgets, and you are proposing we end up with lower power levels? When the Fighter got even stronger? ![]()
![]() Lightning Raven wrote: If I were to suggest a good example of an offensive tank that I think a Guardian should be is Leona from League of Legends. Lots of CC, high defenses, damage passives that depend on the team and mobility only when engaging the enemy. Leona's passive is literally more damage, no questions asked: Sunlight: This passive skill lets Leona's abilities mark enemy units hit with Sunlight for 1.5 seconds, and subsequent applications of Sunlight refresh its duration. Damage inflicted to marked enemy units by allied champions will consume Sunlight, dealing 25 to 144 bonus magic damage. I think your suggestions are good – I don't necessarily feel like "more damage" is the only solution... ...but when you look into Leona's design, there's clearly an element in there to pack more offensive potential. SuperBidi wrote: But the Guardian has offensive power. Compared to a Champion, you deal precisely 12.7% less damage averaged on your whole career. That's way less than the Champion/Fighter difference and I've never seen anyone complaining about the Champion because of that. Anything is less than the X/Fighter difference. The Champion is the worst of the martials in terms of damage, so being below them isn't good. And I'm sure you are probably (a) not comparing for the scaling, (b) probably not including the big damage boosts in the kit like Litany of Righteousness, Radiant Blade Ally, and ofc Divine Smite. Quote: I think an improved reactive strike would be better than a taunt, for this reason. More reactive strikes on different situations is great. You need to: (a) deal more damage/disrupt enemies somehow when not focused,
Reactive Strikes can be a good, fun tool for both cases. ![]()
![]() Squiggit wrote: I mean what you're fundamentally describing is that the utility the guardian brings doesn't compensate for its offensive deficiencies. Giving the class damage steroids is one way to solve that but not necessarily the only one. But give it so much defensive utility and you either (a) trivialize encounters, or (b) risk becoming unidimensional and useless in any situation that doesn't adapt to your specific niche (AC tanking). Offensive power IS versatility. ![]()
![]() SuperBidi wrote:
I don't agree. I think tanks need offensive capability to be a realistic threat to enemies, so as to concentrate their focus. Also, even the most defensive/utility casters have offensive options... the Fireball of an utility Wizard usually hurts as much as an offensive one. The Heals of the support Cleric can bring down hordes of Undead. Guardians should have their situational damage options too. ![]()
![]() WatersLethe wrote:
I think this is the most flawed thinking when thinking of this class. "Oh, we can just make a pure support martial class! There's pure support casters, so this should work, right?" And the answer is... absolutely not, because a pure support caster is still levelling up their offensive capability by levelling up their support skills. By picking Reach Spells with your Cleric to be better at long distance healing, you are still also improving your ability to go offensive when needed.
And this is the flaw in the Guardian design: the class NEEDS forward progress to be baked in somehow. Maybe Taunt is taking up budget that should be used for a "Challenge" style feature that forces enemies to focus you out of SHEER THREAT of damaging them. Something like: [i]Taunt - 1 action
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![]() Why not make this simpler? When you Taunt, allow you to make a melee strike for free, no MAP, if the Taunted enemy attacked someone who wasn't you last turn. This would be BAKED IN on the Taunt action This way: 1. You deal more damage to enemies who don't focus you. 2. You have an incentive to be close to enemies, not far. 3. You kinda want to Taunt every turn and enemies start reconsidering not attacking you. ![]()
![]() Mellored wrote:
The class needs a baseline "Revenge" feature to hit Taunted enemies. Maybe a Flurry against Taunted enemies or a Reaction attack against Taunted enemies. By giving the enemy +attack, and giving yourself some offensive boost from being attacked, you are getting your game plan in order: hit and be hit. The missing piece is Furious Vengeance. You NEED a failsafe so that enemies can't go "lol I'd rather not hit you." ![]()
![]() The whole set up of the class provides very little in helping bring fights to a close, and from my party's quick arena death match yesterday, I kinda wished we had a Fighter or Monk instead to draw the fight to a close faster. So Ferocious Vengeance is very nice, a very good damned-if-you-don't... ...but we are missing the damned-if-you-do! The class is missing a "you hit me, now I get to put some extra hurt" somehow. Namely, it would make a lot of sense to have a "Come Get Me" reaction from Taunt -- it's not easy to get off, so some way to punish those who actually hit you would be great. This all being said, it's hard for me not to want to see both Threat Techniques as necessary for the class. ![]()
![]() Nelzy wrote:
I'm on the other other camp. I think unarmed is weak enough without FoB (or Follow-up Strike for that matter). I'd like to see Monks get a unique FoB boost at level 11 to make them strictly better than the multiclass archetype, without making unarmed worse for everyone else. ![]()
![]() Wei Ji the Learner wrote:
In addition to the other things folks mentioned, you have no native Reactions and ways to get this circumstance bonus to AC. I kinda wish class chassises were juicier and Monks had Crane Style in-built and you basically got to pick your "offensive" Style to go with it, which would make Stance Dancing less onerous in the feats too. ![]()
![]() Arkat wrote:
Baller idea, mad respect. ![]()
![]() Captain Morgan wrote:
Everyone should have built-in reactions to devalue how powerful Shield Block as a general feat is. Not just Barbs but Monks, Rangers too. ![]()
![]() Bluemagetim wrote: -1 Ac represents an overly aggressive approach to battle when raging. This is the wrong way to go about it if you ask me. The way to represent they are more aggressive than defensive is getting them stuck on Master proficiency of Medium Armor and not give them any means to increase AC, which already happens everywhere else in the chassis. Compare with Rangers who get options like Outwit, Skirmish Strike, Twin Parry/Riposte... I feel the -AC is an artifact of a bygone era where you couldn't shape an experience with class feats. ![]()
![]() exequiel759 wrote:
Yeah so why don't we get rid of the thing altogether. If the anathema/edict system is fun on its own, it doesn't need to be pushed onto players. ![]()
![]() I've said my piece before, to some controversy: - I hate the -AC penalty in Rage. I don't think it serves any real purpose and you become an HP piñata early on. Very counter-intuitive for new players. I get it that very experienced folks rage when lower in HP, but I want to allow my players to play intuitively out of the box... this was the same problem that +CON had with the 1E Chained Barb. - I think they should smoothen Fury Instinct to be comparable to the others. No reason why roleplaying railroads should give you power. I think we've left that design principle by the wayside. - I honestly believe the class / playerbase is disserviced by forcing Edicts on them as Barbarians. Less roleplaying railroads, please. - I think that things like Cleave should be General Feats, and Class Feats saved for things that really really tie to your class. Why can't any class Cleave? I want my Barbarian feats to be very unique to what my class does. I don't expect everyone to see eye-to-eye with me, but I do think these changes would be closer to the PF2E ethos than what we have right now. ![]()
![]() Zyphus wrote:
SIGH FINE I'LL WORSHIP YOU, if that makes you ha-- *dies, accidentally* ![]()
![]() Snare Rhodiani wrote:
That's the issue, it kinda feels one-note. Aren't deities more fun when they have a couple of twists to them? Comparing Zyphus to Naderi... ![]()
![]() why would anyone kill Hanspur??? He's just a tiny rat dude???? If anything, they should off Charon (who is lame and not IP protected) and ascend Hanspur to ferrying souls. I also kind of like Zyphus but I wouldn't mind him getting merc'd in lieu of a deeper, more interesting, souls-ferrying deity. I also have a soft spot for Feronia because my favorite Cleric worshipped her, but even in Rage of the Elements, she didn't get much prime time. ![]()
![]() Finoan wrote:
The problem here is that Shield Block is unique as a General Feat in terms of power, and there's no comparable feat to it. If you give me Dueling Parry and Nimble Dodge as General Feats, then it's really IS basically a free General Feat. But no equivalent options are there for other types of characters to pick up. I'd love for the main options to be: - Wanna use a Shield? Here's Shield Block, you get +X AC and the ability to absorb damage with a reaction. - Wanna use a 1H weapon and an empty offhand? You get to turn on Parry for a blanket +2 AC and a reaction to riposte on critical failures. - Wanna use a 2H weapon, TWF, or be ranged? Here's Nimble Dodge... you don't get to activate for a blanket +AC, but you still get a defensive reaction if you need it. ![]()
![]() I think people here are interpreting this the wrong way. A Reaction is a must for every character as it is a massive boost in action economy. The fact that you get an unusable one as a Fighter is a "feels-bad moment" that should be avoided. Fighters should have been allowed to pick up a thematic reaction, whether it is a Dueling Parry, a 2H Block, or a Shield Block. Same goes for Paladins, and hell, why not Monks, Rogues and Rangers?
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