
TheJazMaster |
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Ryangwy wrote:I think people would generally be happier if they translated all the mystery benefits into cursebound feats or w.e. As it stands, many of the mysteries are just a pile of focus spells. Tempest gets hit hard because the free electric damage was part of their balance and now all your spells do less damage because screw you I guess. Likewise Lufe was balanced off their increased health which they lose because screw you too. The cursebound geats aren't bad but they sure are flavourless (whoever wrote the feat that's for Life and Bones which is negated by theor curse sure was on something). Feels like a divine sorcerer now.
Like, seriously, if they were going to give every mystery a starting cursebound feat, why didn't they just make the default curse benefit that cursebound feat instead? No need to balance, you know it works already!
Honestly... if they translated the benefits the same way they translated the more unusual curses, that might've arguably made things worse (if that's even possible). Looking at the few unique curses that got preserved as feats... they seem to have been made worse somehow.
Case in point, Ancestors: The most thematically interesting Mystery, but also the one that best illustrates the class' issues. Their original curse was unique, in that it made you roll a favoured action type (out of Strike, Spell, or Skill) each turn, with a 50% chance of getting what you want; using the other two types was a risk, but the favoured type would get a bonus once the curse hit moderate or higher. (Actions that don't fit those three categories were "safe" to use, and having a good selection of safe actions was the key to making Ancestors work.) This was preserved as the Meddling Futures feat, except... worse in literally every way.
1. It only applies to one action, BUT it halves the chance of getting a favourable option by turning one of the previously "safe" action types into a liability (replacing the "your choice" option with a new movement-based one,...
What's even worse is, while the old Ancestors oracle could spend all 3 actions setting up an effective usage of their curse based on what they rolled last turn, this new cursebound action requires your VERY NEXT action to be the preferred one!
Wanna stride into melee? Use reach spell? Feint? Use an activity with a subordinate skill action? Tough luck! Fail chance and you lose any benefits!
So somehow you need to be in a position where you can immediately reap the benefits from any of these rolls with a 25% chance to go "gotta dash" and run away. Real splendid stuff