Yeah, I think it's just a question of freedom. You can handwave healing as a GM, or not, depending on the situation.
Overall, the system is fine. It's one of the few things you absolutely need to handle properly in a party, but it's extremely easy to reach the bar.
Deriven Firelion wrote: I am seriously wondering if the alchemist even has a way to break the team or do anything particularly powerful in the course of the game even when I don't limit it or it is just the dripping water class that's always adding drips of damage but never a fire hose or flood of damage. Just drip, drip, drip incapable of really impacting the game in a powerful way like a caster with a powerful spell or a martial with a crazy crit. I do like the Alchemist. With the remaster it's fine. But it's still a tough class to play, so if your player is just throwing bombs don't expect anything crazy. Also, the Alchemist impacts a lot of things, not just combat. I know you are quite combat focused so it may feel weak in that regard. And it needs time to recover Versatile Vials between combats and apply Poisons. If you don't give this time it will be rather unplayable.Among the good things it can do:
It's combat skills are not impressive (but still not bad), but it makes up for it with other roles.
Ed Reppert wrote: Anyway, given a list that says what the classes are good at, and combining that with ThrabenU's three part tier list, it should be easy to pick a class depending on whether you're new or of moderate or experienced player ability. The only really useful information is how hard it is to play a class. Roles don't really exist in Pathfinder. All classes can do damage, even if they are not equal in that regard, but overall any party will deal ok damage. And all classes can tank, even if for some of them you have to take a few feats to make that happen (especially Light Armor Proficiency if you are a cloth caster). Overall, the game doesn't use fixed roles as these are strongly limiting the classes players can play around the table. If I had to isolate the few things a party should have:- a good spread of skills. Maybe not all but it shouldn't be hard to cover most skills with at least Trained Proficiency. - preferably a good spread of attributes. It helps with skills and different attributes tend to cover different areas of the game. - a few melee characters, because the game happens a lot at melee. - emergency healing, preferably high non-sustainable healing, for emergency situations. - out of combat healing. And you're set. Have fun and good game!
Xenocrat wrote:
The tactical hideaway can't store Reusable Grenade Shells. With 3 Advanced Grenades you deal 9d8(+6) for free. You obliterate everything up to level 11 where casters start to be competitive (but they have limited spell slots, when you don't have any limit). Stating that it's not a problem for a single feat and playstyle to just obliterate everything during the span of 9 levels, the most played ones on top of that, is factually wrong. Afterwards, you can just buy lower level grenades to avoid the extreme cost, and obviously stick with the Advanced Grenades when danger is not big enough. A Ultimate weapon is 100k, 3 Superior Grenades are 4.5k and you deal 18d8(+9) of damage with them which is stellar even at level 16. Most players have issues using consummables, as they feel they are throwing money out of the window. So they are undervaluing their actual strength, like you do. This single feat is way out of bounds (and I haven't even tried to optimize on it, as it seems you have ideas to get free grenades to reduce the overall cost).
Grenadier Dedication is insanely broken. Quick Toss allows you to throw 3 grenades per round, ending with twice the damage output of a top spell slot at no cost (if you have Reusable Grenade Shells, and you definitely have them). That's so completely out of bounds it has to be forbidden around all tables. And I love how you get to Expert at level 5 for literally no effect.
Xenocrat wrote: I don't think you can use Dynamic Frequency Scaling to use temporary spell gems, given that it already says it produces temporary spell gems you can't use it on if you use a normal spell gem. It will require and get errata, though, for those who cannot see. I definitely agree they shouldn't work together as it's broken, but still it does. And without any ambiguity. So bringing an RAI ruling here is hard. I expect most tables to allow it by default, and environments like SFS to allow it without a second thought. Xenocrat wrote: I can't imagine many people even on good drugs thinking that a summon's attacks count as "spell damage" for the purposes of the focus spell vulnerability, so that won't get errata. If you start choosing which spells do spell damage and which ones don't, you will need to make a rather long list. I let you with this can of worms. Also, my whole point was not that Summons, specifically, were triggering the damage a lot, just that it's easy to find spells that trigger the damage a lot. Go for a Flaming Sphere if you want to avoid any philosophical issue.Xenocrat wrote: the Witch's focus 3(?) shadow melee spell. This spell is just bad, so the comparison is not incredible. I agree that Amplify Vulnerability is not broken, but it's really solid, and just adds up to the other excellent abilities of this programming language.The other programming languages are nice, too. But they are nowhere close to Viper in terms of power. They actually all buff something the Technomancer is bad at (tanking, weapons or Summons (which are bad for everyone)). Even if they errata Dynamic Frequency Scaling, Viper stays a level above the competition.
kaid wrote:
Yeah, Viper is clearly the outlier here. Between the 2 extra spell slots per rank (the extra spell gem for free is basically a free spell slot and you can use Dynamic Frequency Scaling to cast it twice), the crazy level 1 focus spell (if you pair it with spells that deal damage automatically like Force Barrage or Wall of Fire or multi attack spells like Summons the damage bonus is super high) and its old ability of using spell Gems/Chips from every tradition (that was already quite good) it's out of bounds in my opinion. Luckily, they removed the rank 5 spellshape allowing you to cast 4 top rank spells per spell slot but still.I'm sad it lost its soul to become the default broken language.
I've started to play a Viper in SFS and had fun with it. But I overall agree that people will hate it. Players don't know how to use limited resources, it goes against basic human psychology. So having a class/subclass that burns through 2 limited resources, that's beyond what people can handle. So even if you can use Viper fine from level one, the fact that you have to "throw money at the enemies" to make it work will kill the fun for all players but the masochistic ones or those able to put aside their bias (so roughly 2% of the player base). Also, Spell Circuit is mostly useless. It's one action, so is drawing your Spell Gem. The interest is for DPS++ who needs hands for weapons. But as a Viper Technomancer, your hands should be used for your Spell Gems and are as such available. And being able to burn one Spell Gem instead of the one you use is so niche I don't see a point using it. As for the other Jailbreak effect of creating a Grenade... well, it's meh at best. There are better things to do with your actions (like Dynamic Frequency Scaling). And you missed the use of Log Spell Execution. You can use a level 1 Spell Gem of Heal and now you can cast Heal out of any one of your spell slots without extra actions. So it has a very clear use: getting a heightened cast of a spell out of a low level gem with no action cost during combat. There are lots of uses of this spell... before you get Overclock Lattice, obviously, as it's so broken it just overshadows the entire subclass and turns it into a one-trick poney (casting 4 top rank spells out of one slot and 3 low level Spell Gems/Chips is just broken to no avail). Knowing Paizo, I still selfishly hope they'll keep Viper as it is, just addressing the overall weakness of the Technomancer (hopefully by changing it to 4-slot caster and making Overclock a free action). If they improve it by addressing the perceived lack of limited resources, it'll just end up bland to me.
I accepted the Functionary proposition. I was surprised it went unchecked. In my opinion, there's a hole in the adventure. But it's hard to justify some people follow the bad guy if the proposition is too obviously nefarious. So you end up with what seems to be an acceptable proposition and some PCs may say yes for whatever reasons (because players always find unexpected reasons to go astray).
Blake's Tiger wrote: For clarity: do you mean, as we have assumed, that the GM would mark your character dead? Or do you mean they would remove you from the scenario and adjust the challenge for the revised number of players? The adventure is over. The GM just removed my character for the end of the adventure, which surprised me (in general, when choices are given to Starfinders, the adventure handles both possible answers, I was not expecting my choice to be unhandled). And the question is just if my character survives or not. But more generally, if this is valid to consider that my character could somehow escape/survive/whatever or if it's not conceivable. As it was my second SFS2 adventure, I don't know much about the First Ones. David Ignaszak wrote: I've soured on amnesia as a solution (despite suggesting it myself over in the VA discord) just because I think it makes PCs too much of a security risk for the society to send on missions. Then again, the Pathfinders and Starfinders have made a lot of questionable decisions of late, so maybe it's not out of character. When I see the story of the Waterfall, I have the feeling that the Vigilant Seal has a lot of work to convince the Path/Starfinder Society to behave cautiously. David Ignaszak wrote: The functionary herself is (probably) not an insurmountable threat, but getting out of the wreck when it's on maximum alert as its emmissary returns with new blood (who are likely to be swiftly brainwashed) is. I'm pretty sure you'll be proven wrong. Friendly NPCs inside dungeons are so classic there will certainly be one inside the wreck unless the metaplot is 5 adventures long. If they somehow managed to slip through the cracks then my character can. Getting out of the wreck seems insurmountable because we don't have much inside intel, but with the unfolding of the metaplot we will most certainly find ways for it to be possible (if not probable).
Blake's Tiger wrote: "surviving the act of following the Functionary" is what is not compatible with the lore It's a way of rephrasing my question. And the source of my doubts, as a functionally unescapable Functionary would put it at an incredible level of threat. I've seen countless backstories of "a dragon burned my village and I'm the only survivor" that unescapable things in Path/Starfinder are very close to god levels of power. Blake's Tiger wrote: How do you know? I've downloaded it after the session to see what my GM was working with. Mostly nothing.
Ascalaphus wrote: It sounds (I haven't played this adventure) like this is a case where an NPC makes you an "offer", but if you accept it you basically wouldn't survive it. The adventure doesn't specify anything. So, there's room for interpretation. And I find that removing my character from the campaign is a harsh interpretation. That's why the lore compatibility is important: If it's really not compatible with the lore, then I also don't want to bring crazy stuff around the table. But if from a lore point of view there's no issue then there's no need to go for the harshest interpretation, in my opinion (opinions may differ). Kyrand wrote: My recommendation would be to shift your character's triggering event to something a bit more off-screen While I agree that it would solve the situation with less friction, I find it much more interesting to use an actual in game event than to come up with an out of game explanation. Be able to play other adventures with the rest of the team would create much more interesting situations (roleplay-wise), I think. Also, it's rather uncommon to be able to use an adventure as a justification for character growth. That's why I'm really focused on lore compliance, as it's the reason my GM brought to not allow me this action. If it's lore compliant, then I think everything's fine. Clearly unexpected (if alignments were still a thing I'd be on the chaotic side of them) but not game breaking or problematic for anyone around the table. PS: This is my character's second adventure, so being removed from the campaign doesn't mean much, I can recreate it with close to no loss. It's not really an actual threat. But I don't want to bring a character that doesn't make sense from a lore point of view, because it affects negatively everyone at the table.
Hi everyone, Slight spoilers from the 1-05 Sloughscar Summit. My character is an Envoy, she's young, bold and rather immature. But as I'm not very fond of Envoy's feats, I wanted her to take Mystic Dedication. As it's not really in line with her current behavior, I wanted her to be kind of cursed, like an Oracle.
Sloughscar Summit introduces the Functionary, who makes a rather odd proposition to everyone. Following the bold and curious nature of my character I decided to follow the Functionary. I want to consider that she followed the Functionary, and then woke up outside the Wreck, changed, and with no memory of what exactly happened. Whether she's escaped, got cold feet at the last moment or got turned and released for some nefarious intent would never be answered. My VC/GM told me that it's incompatible with the lore and that as such my character would be removed from the campaign...
So I wanted your point of view. Is my idea completely out of line or just far-fetched? And if you have other ideas that would work too, don't hesitate to tell me.
pauljathome wrote: I shouldn't have been snarky like that. Sorry. Don't worry, no harm done. pauljathome wrote: I just disagree with you so much on your basic point. Kineticists are a fine class. Well, we will certainly agree to disagree on that. Whether it's a question of expectations or experience, we didn't come to the same conclusion. pauljathome wrote: Versatility has huge value and it can often be overlooked. Definitely. I'm a great proponent of versatility. But I find the Kineticist doesn't embody versatility at all, I consider it one of the most specialized class in the game. For me, it's literally a few-trick poney. So I think our disagreement comes from something deep, on the very meaning of versatility in the context of PF2.
shroudb wrote:
Ha ok, I misunderstood your point. But it's hard to do it then as you need the combat to be extremely stable (and if the GM is nasty, monsters can also Delay once they understand how your power works).
Xenocrat wrote: Everyone cries about the fire resistances, no one gives credit for easily triggering fire weakness three times every round on one guy (blast, aura, AOE impulse) and twice on any others close enough. The Fire Aura Junction gives a fire weakness to the enemy (equivalent to low Fire Weakness according to the GM core) and you can't combine weaknesses. So you only trigger high Fire Weaknesses and you only get half of the extra damage then. pauljathome wrote: So, you have NOT seen a kineticist using Jagged Berms then. But you still claim it is just plain bad. Interesting. Sorry, Paul, I assume I annoyed you because our conversations tend to be more civil usually. This conversation is, overall, about the Kineticist, not just Jagged Berms (and I have the right to find it bad from reading it ;) ). I personally consider the Kineticist to be one of the weakest class in the game, both from reading the class and seeing it played. I've seen countless people praising its versatility but I've seen the exact opposite: A class stuck with a couple of tricks desperately trying to sell them to the GM and the players.
pauljathome wrote: And that is the key to a decent kineticist. You have several different tools in your bag, picking the one that meets the situation. I've seen a lvl 1-10 Metal Kineticist, a lvl 2-10 Earth Kineticist, a lvl 6 Earth/Fire Kineticist, a lvl 1-4 Air Kineticist and a lvl 1-4 Wood Kineticist. The Wood Kineticist was a pain, as Timber Sentinel is a pain to handle (strong, but annoying from a GM perspective and even from a player perspective). The Metal, Air and Earth Kineticists were bad, the Earth/Fire one was disappointing (it's a solid build, the player seemed solid but the end result was not impressive at all). I've also kind of played a Water Kineticist (got it from Free Archetype on a high level character) and it was worse than expected (and I wasn't expecting much). So, maybe no one manages to be decent with a Kineticist. From my point of view, it's just bad.
pauljathome wrote:
Yeah, Timber Sentinel again. Any time you criticize the Kineticist, someone brings, over and over again, Timber Sentinel.It looks like the class could be renamed as Timber Sentinelist. Jagged Berms is bad even if I see how it can combo with Timber Sentinel (again).
@Easl: I think we are no more speaking about the same thing. Lightning Dash ages badly: At level 4, a 2d12 30-feet line spell is really nice, at level 8 a 3d12 35-feet line spell is rather meh. Similarly, when I speak about Medic, I don't speak about a Kineticist taking the Medic Archetype. I'm speaking about the fact that if the Kineticist is a healer, then everyone is because everyone can take the Medic Archetype for the same cost (a few feats) and get better at healing than a Kineticist. Same goes with Dedications. Do you think you'll need a dozen casts of Wall of Stone? I hardly think so, walls are super nice to have but it's not a routine, it's for specific situations. Having a couple of Wall of Stones per day is all you need and Dedications can provide you with that quite efficiently. Roughly, a lot of what is supposed to give the Kineticist its versatility is actually available to everyone for similar costs (even if I realize I made a mistake, you get Wall of Stone at level 14 with a Dedication, but still at the cost of a level 12 feat).
Easl wrote: Lightning dash is interesting. While an initial read of it might think of it as a move power, it's actually more a line attack with an 'escape reactive strike' clause. The damage scales similarly to all the other 2a overflow impulses, so IMO it really should be thought of as an attack power. I don't know why you reacted to me speaking about mobility as I agree with you that Lightning Dash is an offensive Impulse. And as often with offensive Impulses, it's rather nice when you get it but it ages badly...Easl wrote: First, it's not either-or. You have access to infinite number of feats and actions? It's obviously either-or. And given the choice, go for Medic and ignore healing Impulses, none of them provide any form of interesting healing.That's the main issue of the Kineticist, in my opinion. Very often, you can get equivalent abilities by just grabbing an archetype. For example, at level 12, you can cast Wall of Stone with a Kineticist. But actually, at level 12, you can cast Wall of Stone with a spellcasting Dedication.
Marcloure wrote: Swipe is not degenerate, the double dip of the axe crit specialization is. Imagine two scenarios: a) there is a boss that the PC can only crit on a 20; b) there's the same boss, but they have an adjacent minion that the PC crits on a 15. This boss is weaker in the last scenario than in the first, and this is clearly not intended and a degeneration of the design that creates weird incentives. You have tons of situations like this one. The Swashbuckler has a feat to gain Panache when flanked. Alchemist can deal splash damage to a creature by hitting a nearby one. Etc... It's a case of turning a negative situation into a positive one through clever play. It is not a problem in and by itself unless it makes the strategy way too strong (and it isn't as you still need to score a critical hit and the resulting damage is nowhere close to high).
foxoftheasterisk wrote: So... how does that work? Rules don't cover every cases. That's a case where the GM has to come up with his own ruling. Polymorph effects can't be combined and the game uses a counteract check when you get affected by a second Polymorph effect. So I agree with Baarogue, it's certainly the best way to handle a direct incompatibility between 2 effects.
Blue Spruce wrote: I'm going to have to disagree with you there. Where do you get the part about not actually being a generalist from? The Kineticist can: - Tank. Thanks to Con as main attribute it has martial hit points. And there are a few defensive Impulses here and there. You also have a free hand for a Shield.- Deal AoE damage. It's supposed to be its schtick but it's rather bad at it. You have to grab broken abilities like Fire Aura Junction or, at high level, Desert Wind to be an actual damage dealer. - Wall. Kineticist is nowhere close to a caster when walling because it needs 2 rounds to wall (one to cast the Wall and one where it needs to Sustain it and Gather Elements). But... it's all day walling. So the Kineticist can be a waller. - Timber Sentinel. It's broken and is often the first Impulses Kineticist defenders speak about. Unfortunately, every class is 2 feat away from doing it as good as the Kineticist does. - Mobility. Air, and a bit Fire, have a few mobility enhancing Impulses. They're not bad but they are niche. Four Winds is in general considered "super cool" but it's actual impact on a fight is rather low. Mobility is a niche ability, most fights are quite static. Things the Kineticist can't really do:
Another problem of the Kineticist is the cost of being a jack of all trades. First, Impulses are your main weapons and focusing more on utility than offense is not really a good choice. Also, offensive Impulses age badly so you need to use your top level Impulses for offensive options.
Blue Spruce wrote: Other than the much-lauded +1 to attack, what else makes the Bard (or indeed, any other class) a serviceable generalist? I don't consider the Bard a Generalist. Bard is first and foremost a buffer/debuffer. There are much more versatile classes in the game. PS: I very often see players mistaking specialized characters for versatile ones. Having the potential to do a lot of things is not enough to be versatile, you need to be able to do these things "simultaneously". Kineticist, Animist and prepared casters are not versatile. They can, on paper, do a lot of things. But they are mutually exclusive: If you prepare a spell then you don't prepare another one, if you choose one Apparition you don't have another one, if you take an Impulse you don't have another one. The end result being that at a specific moment, your actual choices are limited. And having limited choices is not exactly the definition of versatility. On the other hand, the Summoner is versatile. It can deal martial damage, cast spells and use skills, and these are not really exclusive, it can do all of them always. And because it has more actions than other classes it can actually do them simultaneously. Which is why the Summoner is, in my opinion, the undisputed most versatile class in the game.
Necron_ wrote: And considering all the hoops I have to go through to get it to work in the first place, (Being next to enemies, having Aura Junction and Thermal Nimbus up, having to hit multiple enemies with Flying Flame, not using Overflow impulses to not turn off my aura) I wished it was better and not just barely more than the Fighter. In PF2, complexity is not rewarded. The game puts everyone in the same ballpark when played to their best, which tends to push towards simpler classes if all you want is effectiveness. Also, the Kineticist doesn't compare to martials (who are best at single target damage) but to casters (who are best at AoE damage).
Yeah, Kineticist is weak.
But overall, the class is nowhere close to impressive, you need to find a broken ability (Fire Aura Junction, Timber Sentinel) and just focus on it to perform ok.
Claxon wrote:
That's a massive overstatement. Difficulty is overall the same at level 1 and 5. The main difference is that progression is faster at level 1 creating a bigger difference when you face higher or lower level enemies. Also, combats are much faster.
Claxon wrote: To me a "random death" is one where there is nothing/little a player could do to control it. So the random crit putting you a dying 2 at level 1 that results in death...that's a random death. I really wonder what's the actual occurrence of this so called "random crit [...] that results in death". I've seen it once and in my opinion it had more to do with a broken monster (extreme damage, extreme attack bonus and persistent damage) and setup (the monster literally appeared next to us with all its actions) than something that should happen normally. All the other deaths I have experienced have been the conclusion of a large number of hits, even at low level. PF2 is not a deadly game. Even if going down to a crit at low level happens it very rarely ends up with a death or TPK, at least not without a lot of bad luck (on top of the crit) or bad decisions.
Old_Man_Robot wrote: Which is werid, given that that made the remaster Oracle so much more powerful but lost a lot of its uniqueness. My gut feeling is that those interested purely by optimization will go for a Sorcerer and then grab the good Oracle stuff through a Dedication. I think you reach higher power through this method (and also you choose your tradition).
Trip.H wrote: My reason for calling this out as "a problem" is because of that observation of GMs working to erase that lethality via all means available to them, including incredibly obvious foe lobotomies. You should really question your confirmation bia because your whole post is conspiracy theory 101. I've played roughly 300 sessions (2/3rd played, 1/3rd GMed), got 1 character killed and killed 5 as a GM. If you consider 3 to 5 sessions per level, it means getting killed once every 20 levels roughly. That's not what I'd call "lethal".
Powers128 wrote: Nothing in ghostly carrier's description would suggest that. It aught to work with multiple targets "When you Cast a Spell that has a range of touch, you can have the carrier move within range, deliver the spell to a creature there, and return to you." It works only on one target (even if the spell can have multiple targets, you just use the carrier for a single one of them).
Arcaian wrote: ... Farmhand states: "With a strong back and an understanding of seasonal cycles, you tilled the land and tended crops. Your farm could have been razed by invaders, you could have lost the family tying you to the land, or you might have simply tired of the drudgery, but at some point you became an adventurer." Considering that level 1 is the beginning of your adventuring career, it's very much written that peasant with a greatsword is a proper description for a level 1 character. Most of the common backgrounds consider that you got a simple life and decided to go adventuring after that (which doesn't mean that it has to be the case for all characters, you can be a gladiator or a bounty hunter, just that it's a common occurrence). And if you look at level 1 humanoids, a lot of them are just commoners: Barkeep, Acolyte, Local Herbalist, etc... Level 1 is not the level supposed to represent a "well-trained combatant with field experience". Also, I'm not stating that the low hit points at level 1 is "good", just that in my opinion it embodies the "peasant with a greatsword" fantasy well, fantasy that is very much written in the book. So I understand it. I have no point of view on the original question besides the fact that it is way above my league.
Deriven Firelion wrote:
While I overall agree, it's not really answering OPs question. And I think the Silent Whisper Psychic is a nasty damage dealer. At least this one does good damage.
Arcaian wrote: One could argue that the lethality of low-level play is intended to contribute to the feel of lower level play, but I don't think we see that reflected in the stories produced by paizo - few of the APs I've run or prepped seem like they want you to feel like you're a peasant thrown into an incredibly dangerous situation, about to die at any moment. They mostly feel to me like pretty classic heroic fantasy, starting at a pretty good power level You need to wait for level 2 to get your Full Plate or even sometimes your weapon (some firearms are really expensive). That's peasant's concerns. You are literally expert in no skill. The main difference in competence between 2 level one characters are their attributes value as none of them is actually specialized in anything.Any classic fantasy enemy is a deadly threat (ogre, ankheg, whatever). The safest way to gain experience is to face a ton of low level enemies. That doesn't feel heroic at all. You lack feats so most of your actions are pretty generic. Feelings being what they are we have all the right in the world to disagree. But I do think the feeling of playing a peasant with a greatsword is there.
The only Psychic build with good DPR is the Silent Whisper one. And you have an entire spell list for fights against mental immune enemies (7.5% of the creature base, you won't face that many of them unless you play the Slithering). Oscillating Wave has a big issue as its main damaging spells, namely Fireball and Howling Blizzard, have to be used during round 1 and as such don't benefit from any of your damage enhancement abilities (Unleash Psyche and Entropic Wheel). It leads to a kind of lose-lose gameplay where you either target a lot of creatures or deal a lot of damage to each of them but never both simultaneously. I agree that Tangible Dream is suicidal. You need a very specific build to get the most out of it (and especially an extremely tanky build). Powers128 wrote: Any tangible dream psychic that wants to use imaginary weapon is not going to do melee. It's going to use ghostly carrier for it which turns it into a 120 foot ranged spell that hits 2 targets. As long as you can keep the ghostly carrier alive anyways The Ghostly Carrier can only target a single creature. If you want to target 2 creatures you need one of them to be at melee range from your Psychic. Still, it's certainly the safest way to play a Tangible Dream Psychic.
Finoan wrote: For players such as myself who were playing Oracle characters that were spellcaster types of characters roughly equivalent to a Divine tradition Sorcerer, the Remaster changes were mostly good - sometimes really good. I was playing spellcaster Oracles, namely a Life Oracle and a Tempest Oracle. The Life Oracle lost its healing abilities and became the worst healer among all Mysteries. While the Tempest Oracle lost all its flavor, which was important to me. Also, it's not just about being broken, it's about trading a mechanically interesting class with a bland and boring one. I already have a divine Sorcerer (my main character), getting 2 new ones is not what I wanted for my Oracles.
thenobledrake wrote:
Sorry, but I don't get what you're trying to convey. It looks like you are disagreeing with me while also agreeing with me and ultimately I'm lost.
NorrKnekten wrote: Regardless, That was one of my experiences, with the final outcome being that the oracle died a preventable death because of his curse as none of the others could heal him from a nasty source of persistent damage. Something that could've been prevented with better communication or preparation for such a moment, Something that the oracle himself handled with stride as a player. The same could not be said for a few others at the table. Sad experience. But you can be healed while unconscious as a Life Oracle, just not above 1 hp (but then the Oracle can heal themselves). So I feel it has more to do with a player who played badly than with the Oracle itself.
NorrKnekten wrote: But I'm talking about someone playing a premaster life-oracle in a group without non-magical incombat healing or otherwise being overly hindered by Ash's Concealment/difficult terrain aura. Having played a Life Oracle in PFS I can state by experience that it had no impact on the parties tactics. A 10-foot aura of Concealment/difficult terrain can be annoying but it's hardly a reason to consider the Oracle has to be "handled" by the party.NorrKnekten wrote: However just as SuperBidi said, It absolutely feels like a brand new class . For me it's the core of the grudge: A lot of characters became incompatible with the new class. When you change a class, you can't just throw characters with the bathwater, at least not without experiencing a significant backlash by those who played these characters. We learn to love these little things... |