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![]() Every time a playtest group gives up, it seems to be for very similar reasons, among which are: - Monsters are pure killing-machines and their stats make no sense - PCs don't feel heroic for their actions - Combat takes too long and gets boring very fast - The attack routine is always the same, because there's only one that works : get into melee>strike with melee weapon x2, rinse and repeat - Magic is underwhelming and casters are worthless - The game is too complicated and that complexity doesn't come with additional depth of play Clearly, with so many different people coming out to say their farewell and listing these issues in their feedback, something needs to be done to address them if 2nd edition is ever going to be successful. ![]()
![]() My playtest group feels essentially the same. We're still giving Chapter 4 a shot because a lot of us loved the Kingmaker AP and exploration rules but that's about it, and I don't think we will make it to Chapter 7, for similar reasons... :/ All of my players are now rolling exclusively martial characters, with 2H weapons only, and they're more or less clones of each other.
When Chapter 1 started, I had a Wizard, Alchemist and Sorcerer in this 5-PC party.
I am DMing and I love describing PCs' actions in combat.
Some major changes will need to happen before we consider committing to 2nd edition at release. ![]()
![]() Themetricsystem wrote:
You know what...I'd actually love that! However, in that case, would you keep school/composition/bloodline powers using the same number of spells points they do now? I can easily imagine every spellcaster saving their spellpoints for extra spell slots and powers falling on the side as a result. :o ![]()
![]() thorin001 wrote: Except for clerics. If you enjoy the support role then clerics are still viable. My players agree, which is why the only remaining spellcaster in the party is a Cleric. :) N N 959 wrote:
It's not just the fact that a use of wildshape lasts only for 1 minute. It's also the inability to do so much as drink a potion (let alone cast a spell) while it lasts, which forces you to pop out of your form and then burn another one again to get back into the fight when your HP are low (+ the loss of actions for doing so, 1 to end the first form, 2 to cast the new one). Surely, considering your concerns with Rangers and the action economy loss of Hunt Target, you can sympathize. This essentially means you can have 1-2 encounters a day before sitting on your hands (because a Druid with max STR has no more than 4 uses of wildshape per day until level 15, or level 8 with a specific selection of feats). My one player that tried the Druid and ditched it had not even played Pathfinder 1st edition before.
So much for your argument that "Paizo has to know that this perspective is skewed because the playtest consist of people who are mostly familiar with casters from PF1", I guess. You think that casters have been brought down to a power level comparable to martial classes.
We're going to have to agree to disagree. Have no fears, in the end, I am growing more and more confident from the devs' posts here that Paizo will follow your stance. I will then stop playing, others will as well and the Pathfinder community will shift to something else while we, older greedy spellcaster players, all move on to another game. Time only will tell if this was a smart move, from a business standpoint.
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![]() Red Griffyn wrote: Lots of good stuff I wish I could have formulated so eloquently myself. Amen. This is everything I want and can think of in order for spellcasters to become valuable again at any given table.Someone mentioned in this thread that casters being no more valuable than martial characters will increase the desirability of said martials. That's not how it is right now: non-multiclassed spellcasters are less valuable than anything else and, as a result, my playest group now consists of 4 martial characters (Fighter, Paladin, Rogue, Monk) and one multiclassed Cleric/Fighter.
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![]() PossibleCabbage wrote:
The point others and I are trying to make is the following: Deep Gnomes are explicitly called out to be svirfneblin.On the other hand, Cave Elves are just that: elves who dwell in caves. They are not Drow and are not called out as such. They could be Jinin but nothing says they may be Drow and have their distinctive physical features, for example. You keep making this an argument about how powerful the race is, for some reason.
Let me tell you: give me an heritage feat for elves that says "You are a Drow, your people has dwelled underground for millenia as part of the group of elves that fled the surface as the Earthfall approached. You have distinctive dark skin, white hair and red eyes." and I'm going to take it in a heartbeat.
I don't care about Drow being a powerful ancestry, I care about being able to roleplay an actual Drow without having to pretend it's actually a regular Elf in disguise. ![]()
![]() ChibiNyan wrote:
This is a perfect summary of what I expected from this update, and thus the reason why I am currently very disappointed. I can't shake off the feeling that players in 2nd edition are asked to buy back everything a race would previously give them - and at an agonizingly slow pace, as well. ![]()
![]() Dasrak wrote: It's already bad enough that the caster proficiency bumps cost you class feats at those levels, it'd be even worse if there were additional spell DC feat taxes. I should probably have mentioned that, for me, increased proficiency in spells should not come at the cost of a feat. Martial classes increase their weapon proficiencies for free at odd levels (3rd, 13th), and it never costs them anything.Why should casters pay with the loss of a feat just to be able to use their spells effectively at appropriate levels?! Assuming increased spell proficiency no longer comes at the cost of a feat, then picking Spell Focus and its greater variant to boost one school of your choice becomes less of an issue for me. :) Dasrak wrote: I think what you've listed is just the tip of the iceberg. The entire spell list needs a serious second look, because a lot of spells are simply never worth using (never mind where you think magic should be, these spells simply are not worth your actions to cast). I don't think spells like mirror image would be quite so problematic if other spells were up to shape. I know. Unfortunately, I'm just trying to keep my expectations in check with what has a realistic chance to come to pass.Changing some spells' effects from critical failure to failure is something that can be done easily, quickly and, hopefully, does not threaten what is apparently the new "balance point for magic". ![]()
![]() I could as well, but Kalindlara nailed it: I want to play as a Drow, not a Cave Elf. I specifically asked my DM about this and his answer was: well, Cave Elves are just regular elves whith darkvision because they have lived underground, they are not Drow and they don't have their physical or magical features.
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![]() So, in the end, after reading 1.4 again, I have to say the following about ancestries: Pros: I like the idea of Heritage feats. I think it's a step in the right direction but there are several issues here that need to be addressed. Cons: - Most of the names for Heritages range from somewhat weird to openly bizarre.
- Terrain variations should not be heritage feats for specific ancestries.
- There is a distinct balance issue with many of the ancestry feats.
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![]() Data Lore wrote: Not what I said and I am not about to get into a forum battle with you. Refer to my post for my actual words. I did : "you still have folks ranting at them on the forums and claiming that its just "not enough." I'm not ranting, I'm voicing my concerns and you're dismissing them as "a rant".
Deadmanwalking wrote:
I just asked my players who rolled Dwarf characters about this: none of them felt particularly OP and the whole playtest group agreed that Humans was by far the best ancestry, solely on account of the power level of ancestry feats available to them. I'm going to take your word for it since I did not try that ancestry myself. Maybe Dwarfs were indeed the best but the way it is now, they should probably roll back some of the changes to make them on par with the rest. ![]()
![]() Data Lore wrote:
So, according to you, it is wrong of me to state that I am disappointed, and that, unlike you, this update is not what I hoped for? It's called feedback for a reason: it can't always be good. I was pretty positive about the changes from 1.3 and I am happy with the new Battle Medic and Natural Medicine, for instance, but I'm really unhappy about ancestries and I should be allowed to say so just as much as you're allowed to say you feel good about it. Most of the heritage feats feel really bland and uninspired to me, some are even copy/pasted (Arctic Elf/Snow Goblin). I mean, it's great that you're happy with the update but I don't see how my opinion is supposedly less valid than yours.
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![]() I'm terribly underwhelmed. I now have to select the corresponding heritage feat to gain Unburdened as a Dwarf...and I get nothing more than I used to from it. I'm sorry but "giving more at 1st level" for every ancestry was supposed to be the goal here and it's an epic failure. I half expected the Elven heritages to all be terrain variations but I'm still completely let down. A Snow Goblin and an Arctic Elf get the exact same bonuses. I don't see how that helps make you feel more "goblinish" or more "elvish". Some of the new feats are incredibly OP while others are just meh. I don't really now how else to convey what I want from ancestries.
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![]() I agree that Sorcerers do not feel so different from Wizards at the moment and it bothers me.
I would like them to feel mechanically different, and not just with how they prepare spells. Dangerous Sorcery somewhat achieves that, for example. You deal more damage with your damaging spells and only Sorcerers have this feat. This makes Sorcerer the obvious choice for blasting and gives them some sort of unique identity. Now, I would like something similar but which does not require a feat.
For instance, a player who is interested in having a TWF character can go with the Ranger because he likes the mechanics of Hunt Target or with the Rogue because he likes Sneack Attack better.
I want it to be the same with spellcasters, equal power level, just different options that makes you question what type of spellcaster you want to be. Honestly, I feel that Sorcerers, instead of being limited in what spells they can heighten, should have had the ability to heighten them at will and without restrictions.
Maybe have Sorcerers interact with metamagic in unique ways? ![]()
![]() * The following spells and powers should have their critical failure effect on a regular failure instead: -Charm
*Barkskin should receive a serious buff, the DR it gives is pitiful and you gain weakness to the most common energy type on top of that?
*Buff spells in general (target "you" or other "creatures", no harmful effects) should have a duration of 1 minute per spell level, at the very least.
*Mirror Image requires a small nerf: bring back the part where it says "If the attack misses by 5 or less, one of your figments is destroyed by the near miss." *Rope Trick should be a 2nd level spell, no reason why it should be a 4th level spell, especially with the rarer tag. *Uncommon spells should not be a thing at all. All of the potentially game-breaking options have been nerfed in several ways, no reason to arbitrarily keep players from accessing them as well. *Nerfs on utility spells should be rolled back (Prestidigitation, Feather Fall, etc.).
And the big three, for me and my players, which are required ASAP: *Casters should gain increased proficiency in their spells at a different rate: make it expert at level 8, master at level 12 and legendary at level 16. *Casters need to be able to boost their save DCs but I'm advocating for something more permanent than has been previously offered in this thread: bring back Spell Focus (as a feat level 4) and Greater Spell Focus (as a feat level 10) for all spellcasting classes. *Monsters' saves are way too high at the moment, 60% to 80% chance that they will save against spells is not balanced.
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![]() Freagarthach wrote:
I would question what it means that the players "have been fine" here. Was it that they were MVP for their party?Was it that they felt on par with other characters? Was is not that, but they still felt it was OK regardless because it didn't feel like a big difference between them? Were they fine because it just means that they were able to survive the low level playtest? People have different expectations.
Me, I would find it unbearable to merely be able to "survive" in a fight. Once again, different expectations.
If we assume the player above is in the right then somehow it means my expectations are necessarily wrong and I don't see what makes them less valid than anything else. Freagarthach wrote: "Summoning spells are really good and interesting at the mid levels. Specifically, when the druid in my Pale Mountain game dropped a fire mephit between the enemy's front and back lines and it set half of them on fire before soaking up a bunch of attacks and then exploding for even more damage. It was pretty awesome." This situation worked for the Druid because the DM obviously went after the Fire Mephit. It would not have soaked up any damage otherwise. I will never go after a summon when there is a bigger threat out there, especially with most of the encounters in DD2. It seems to me that most of them would back off from something that just set them on fire...Had I been DMing, that Druid player would probably not have felt so epic. Freagarthach wrote: "The classes that have magic are still more powerful than the classes that don't." That doesn't mean much by itself. I assume there is a context for this sentence but right now, I'm left wondering: How are they more powerful?Because they have raw power that manifests in HP damage? Because they inflict better conditions with their spells? Because their buff spells are necessary? Because they have more utility outside of combat or more skills? For me, it's a flat out NO to all of the above so I'm not sure exactly what makes spellcasting classes more powerful.
Freagarthach wrote:
This one I agree with. Spellcasters can have the ability to cast more than one spell in a round. It is, however, a very limited selection of spells that can combo in such fashion so I'm not sure it really is a big argument for the flexibility of the action economy of spellcasting classes.Freagarthach wrote: "So 1st and 2nd level blast slots are better than they were in PF1 because of how weaknesses work. Odds are you don't have enough cantrips to cover every elemental base, so your low level blasts can help with your coverage like you're playing Pokemon. And that is on top of their other advantages-- AoE, range, persistence, reliability." I was nodding in partial agreement until I read the word "reliability". Yeah, just take a look at monsters' saves and tell me about reliability... :/Freagarthach wrote: "And to echo something I said on another thread there are a lot of spells that are very good in lower level slots, just not damage spells. True Strike is an amazing buff and Ray of Enfeeblement is a solid debufff, both level 1 spells that don't heighten. Level 2 invisibility and mirror image are both great defensives, and Haste and level 3 Fear are an amazing buff and excellent group debuff respectively (Especially now that Frightened penalizes AC and DCs!)." This I agree with. First positive comment I'm willing to say "yes, that is right" about it. See, I can admit that some things work? :P (not meant to be a taunt here, don't take it personally, I'm joking but my tone does not convey past my keyboard)Freagarthach wrote: "From my play experience, it seems increasingly clear that, whatever it says on paper, casters only feel a bit weaker at lower levels (first couple parts of Doomsday Dawn). Sure, they may not be gods from level 7+ like in PF1, but they still feel competent and impactful once they get some additional spell slots and higher level spells...Whatever it says on paper, *actual play* does not suggest casters uniformly suck." So, casters are weaker at low levels and then they just become on par with other classes? That doesn't seem to support the argument that spellcasting classes are doing fine...Besides, casters don't uniformly suck, Clerics are borderline OP when built for combat, warpriest-style. Freagarthach wrote: "When I've playtested casters I didn't feel bad or mediocre. And the people I've seen who have made those complaints have framed them as not being as overpowered as they were. To borrow a phrase "a loss of privilege is not discrimination". Casters were too good. Lowering their power level is not inherently over-nerfing them." Once again, different expectations. My own are not met with the current state of arcane spells and arcane spellcasting and I feel mediocre. From my own surveys and looking at these boards, I know that I'm clearly not alone in that statement.The question is, does Paizo even want us for customers?
Time will tell, I guess. Jason Bulmahn said magic surveys would come, latter, after "other things that need to happen first".
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![]() Shinigami02 wrote:
Oh, I agree, Aquatic Elves are a very flavorful and useful addition to the game. It's just that I would be disappointed if all elven heritage feats end up being about terrain variations. :)![]()
![]() Freagarthach wrote:
Binary waste of character or table presence is surprisingly how one of my players just described his character in Chapter 3. Guess what class he played? It seems to me I should be allowed to state things the way I and my players experience them. It's just as much disrespective to dismiss my opinion on account that you feel it's hyperbolic. It's not hyperbolic for me and my group. It's exactly how we feel and I have no better way to put it. There are positive aspects with the playtest, a ton of them (we love the new action economy, archetypes for multiclassing, the concept of having skills feats, unique monsters' abilities in the bestiary...), but none have to do with spellcasters, as far as me and my players are concerned. We have nothing positive to say about spellcasters, except for Clerics, who are so strong right now I might even tag them OP (has a lot to do with Channel Energy effectively tripling their number of spell slots available at level 1). I would put together a list of every spell that fails at delivering meaningful impact (to me) and explain why, but magnuskn did that way better when (s?)he started this thread. I had my own surveys up for magic recently because I wanted to have an idea of the proportion of people that had a similar experience than my players and I and the proportion of those who didn't. That thread was locked after about 60 people took the surveys and I must admit it doesn't exactly makes me want to try and contribute lengthy feedback anymore. :/ ![]()
![]() DM_aka_Dudemeister wrote:
I've spent the last hours (ever since watching the stream, in truth) researching on how to summon a devil and make a pact with them for this to happen. :P *just joking of course* Seriously though, I will be extremely disappointed if Fell Gnomes and Goblins are in but Drows are left out because...reasons?
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![]() Penn wrote:
Not being able to heal yourself up when needed -if Wildshaped- by drinking a common mundane healing potion is not reasonable. You seem to come from the assumption that I want the Druid to just be awesome and have it all.
It's not about being able to buff yourself like there's no tomorrow while you're wildshaped, it's about being able to stay in the fight without burning 2 wildshape uses per spell. Otherwise, you can keep the rules as they are, forget about Natural Spell altogether and give me more uses of Wildshape per day. This is still a huge loss in terms of action economy and DPR but, at least, it allows me to play a Wildshaped Druid that can actually, you know, wildshape reliably when they get in combat situations... ![]()
![]() graystone wrote:
"Just as well" means just that: with the exact same end results. I find it hard to justify going with another metric, with that phrasing.Now, in order to achieve the same end results with a spell than you did in 1st edition, you have to hope the enemy will critically fail, which is 5% of the time...
Lyee wrote:
This is an interesting proposal. I'm of the mind that spellcasters should have more spell slots, period, but this is an alternative that Paizo might actually consider because "spellcasters can't have anything for free".This helps a lot with buff spells having a low duration because you'll be able to use more of them per day. However, the core issues with spellcasters at the moment is that most spells have very little effect when the enemy saves and they save ALMOST ALL THE TIME. Giving you more spell slots just gives you the ability to try and fail more times per day. Not great. Until monsters' saves are fixed and some of the nerfs rolled back so that each spell actually has a significant impact, more spell slots simply won't help much. ![]()
![]() magnuskn wrote:
I'm guessing his opinion is quite unpopular at Paizo because the intent was pretty obviously to have Wizards wake up under PF2E rules and realize their magical connection has been severely impaired. Your link does not seem to be working for me, however? ![]()
![]() pad300 wrote: I suspect there will not be a natural spell in this edition - all the combat transformation spells have the text "Your battle form prevents casting spells" (or equivalent language for Avatar). Presumably this means that the developers see casting while shapeshifted to be unbalancing... I disagree with them on that point but I think you got it right. In that case, Wildshaped Druids should at least be able to drink potions when they require (much like any other regular martial character), or anything else really, because their action economy totally breaks as soon as they start taking hits in combat which happens...all the time. ![]()
![]() shroudb wrote:
Ah, so that's what you were doing. Using an action for Vigor each turn. You are still losing an attack each round just so you can keep up in terms of defense or play tank (whatever that means, since a good DM will simply ignore a tanky character and move on to bashing someone else whenever they want - and no, your damage being subpar to that of a Fighter will not make you a threat to deal with urgently). I'm amazed. shroudb wrote:
Animal Skin only comes online at level 6. Barbarians are not proficient with shields so now I'm spending a general feat, wasting an action and reaction each turn that I should have been dealing more damage so I don't die. Besides, with that DEX modifier you're going with, you probably have either:
Yeah, looking at these options, I'm pretty convinced Barbarians were not intended to be the ultimate tank in this game. They have mechanics to survive with their low defense and supposedly do a lot of damage in the meantime. Unfortunately, the action economy of Rage, the round you spend fatigued and the lack of better proficiency in your weapons make it so the last statement (do a lot of damage) doesn't work right now. ![]()
![]() shroudb wrote:
You only gain temporary HP when you start Raging. With 18 CON, at level 9, you gain 13 HP and that's it. If you want more, you're gonna have to keep reapplying your Rage every round and that is one big a** DPS loss like no other.
Greg.Everham wrote: Barbarian also has access to Renewed Vigor as a level 8 class feat. It lets you trade an action for Temp HP = 1/2 level + Con. At level 8, when you get it, that should end up being 8 HP for a single action. That's roughly on part with a Fighter raising his shield against a monster that is likely to hit you no matter what (equal level or higher). It's not a terrible bump to the Barbarian's HP pool and augments that "29 every four rounds" rather nicely. Renewed Vigor will grant you 8 HP, according to my previous example (level 9, 18 CON). You can't use it more than once during your off-rage round because temporary HP are no longer cumulative.It also has the interesting side effect of further increasing your penalty to AC, because you're taking an action. I'm not saying Barbarians can't soak up damage.
Or rather, they can be, if you want to reapply your Rage every round.
The damage resistance helps but level 9 is halfway through your character's career. You have to survive (and hopefully have fun with) the first 8 levels before you get there. I remain unconvinced. :/ I feel it's important that I emphasize the following: I'm not advocating for Barbarians to become better at taking damage. I want them to become better at dealing damage and I think that extra tiers of weapon proficiency throughout a character's career would go a long way in helping that happen. ![]()
![]() pauljathome wrote:
I understand the intent and I'm pretty sure that was it as well. However, this turns out to be overly punitive in play. I have a great example with one of my players who had shapeshifted into a wolf at level 4. He took two bad hits in a row in a single round and was left with 3 HP.
So fine, Druids should not be able to cast while transformed because balance.
The issue is that they can't drink a potion either.
I find that is a big deal because, for my player, it meant he had a choice of not being able to shapeshift at all for the remainder of the day...or he could just go down this time and hope someone will have him drink a potion or he makes his Fort save. :/ Not exactly the kind of choices one should have to make.
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![]() NemisCassander wrote:
That was extremely obvious in the earliest surveys, especially the one about classes. It still shows in these most recent surveys and it's quite clear what you're expected to answer relative to each subject. Each question feels more like wanting validation than objective feedback. For example, you can answer that you would prefer not to have a single proficiency system for all different game elements.
These last two surveys are better honestly.
Not everyone has a background in statistics and I can understand it being a difficult job to produce a solid and unbiased survey.
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![]() Jason Bulmahn wrote:
It's very good to finally know for sure that this will happen, thank you. Data Lore wrote: Its funny how folks get so riled up over this stuff. Waiting 2 months for an answer will do that to some people and I am totally willing to acknowledge that I am not a very patient individual. :) ![]()
![]() Alright, I'm hoping a dev will come by this thread to clarify their position, even though I know chances are it won't happen. Why is Natural Spell not in the CRB?
Is there any chance this feat will make it in the final version? Wildshape only has minutes duration. You can only effectively use it in combat situations but if you want to cast a spell, you have to give up your current form AND recast it afterwards? If you have 4 uses of Wildshape per day, this essentially means that casting a spell in each encounter means you can have no more than...2 each day. If that was the intent, it's broken. Why add mundane healing if some classes are still going to have 5-minutes adventuring days? ![]()
![]() shroudb wrote:
A Barbarian will never be tankier than a Fighter. I repeat, never.Fighters are not supposed to boost their Dexterity, they're meant to keep it low and enjoy the benefits of better proficiency with heavy armor than any other class in the game (except Paladins). If a Fighter wants to use medium armor (they do get expert proficiency after all) they can. They have enough room to start with 14 DEX, 14 CON, 18 STR and 12/14 in whatever else you like. A Barbarian has no such possibility. They can never wear better than medium armor but it will take them a lot of time to catch with the max DEX modifier they're supposed to have to work with medium armor. This is because Barbarians must start with 18 STR and 16 CON. Sure, you can start with just 14 CON and push DEX to 14, why not after all? Except you always lose 1 AC when raging and up to 4 AC when the rage goes way! You'll never have the AC of a Fighter, even if you try your best at it. You'll have more HP. Up to 3 extra HP per level, and your temporary HP. Barbarians don't mitigate damage with armor, they do so with their health pool. If you build for very high CON, you can have an impressive number of HP and temporary HP.
Fighters tank damage with armor, Barbarians tank damage with their HP and yes, that makes them weaker.
At level 6, a Dwarf Fighter with 16 CON has 88 HP.
The Barbarian has 28 more HP than a Fighter when raging. The Manticore, a 6th level monster, attacks for average 16 HP on a hit. You won't even mitigate two full hits with your temporary HP. The Fighter has 16 DEX and is wearing medium armor, say a +1 breastplate.
Except when raging, this goes down to 22 AC, 20 TAC.
See where I'm going with this? You're at least 10% more likely to get hit every attack and you don't even have enough HP to soak up more than one attack in full before you're on equal ground with the Fighter. No, Barbarians are not tankier than Fighters.
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![]() Kodyboy wrote: Wildshape is terrible in this edition. It's not that bad. At their respective spell levels, most of the polymorph spells will grant you: - better AC than you normally have and on par with medium armor + max DEX
There are 4 major issues for me: - You don't get to transform into anything worthwhile before level 4 so you're just a very subpar martial character until then - very big issue because fun is dead for 3 consecutive levels. - You need the Druid's Vestments when you get to very high level of play because your spells no longer keep up with AC and attack roll - not a big fan of mandatory magic items. - With minutes duration, no more turning into an animal to cross that river, climb that mountain, scout ahead or move your party faster by carrying them on your back. - There is no Natural Spell feat. This one is the real dealbreaker.
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![]() 1/ I don't get why Barbarians never get past expert proficiency.
Mechanically, the sluggish condition from the Giant Totem hurts too much with the class' innate lack of accuracy.
Besides, while I support the idea that only Fighters should ever become legendary in weapons, I don't understand why a class -Barbarian- that is presented as performing well in the role of combatant should not achieve master proficiency. 2/ Besides, I'm not a huge fan of the new Rage action itself.
With the current rounds limitation, Rage should be a free action.
Barbarians end up doing less overall damage in a fight than Fighters.
As a result, we have a class that is supposed to be low-defense, highest-damage and ends up being low-defense, average damage.
Suggested fixes: - Barbarians gain expert proficiency in their chosen weapon group at level 3 and master proficiency at level 13, akin to Rangers with their Weapon Expertise/Weapon Mastery class features. - Rage becomes a free action and keeps all of its current limitations and penalty. OR - Rage remains a regular action (not a big fan) but you are no longer fatigued when it ends. In short, you get Tireless Rage at level 1. It also frees up a new class feature slot for the Weapon Expertise/Weapon Mastery suggestion above. ![]()
![]() I just wanted to chime in and say: the latest Rules Survey finally gives me the opportunity to pinpoint exactly why I like or dislike a certain feature. I was really disappointed with the Classes Survey because it did not include any specific questions beyond the point of assessing level of satisfaction.
This new Rules Survey finally asks the right questions and actually investigates why a player appreciate parts of the rules and not others. Please, keep doing the same with any future survey, I cherish the ability to give actual feedback and I don't mind sitting for 2 hours to answer them! BTW, are you planning to have surveys that cover spells and the use of magic at some point?
They have sometimes been touched indirectly but the idea of adressing the whole theme directly feels taboo, for some reason? ![]()
![]() I think it not necessary to go into details with how involved I have been in threads that discuss magic and spellcasters over the past few weeks.
It is a topic that is important to me and it has generated a lot of discussions, most of which usually end up with the same 3-4 people on both sides (myself included) going back and forth over the same issues. A lot of people are making assumptions and support their claims with the fact that it's what "the majority of players" wants.
I have been feeling extremely let down with official surveys, especially the one about classes, because I felt I was unable to convey the feedback that I wanted about magic and spellcasting classes. The surveys did not go into enough details that I could explicitly express why I was unhappy with most of these classes.
However, I have given up hope on having surveys to cover the topics of magic, spells and spellcasting classes.
I'm a very curious individual. I want to know what the playerbase thinks and where it stands when it comes to the current version of spells and spellcasting classes.
Below are five individual surveys that cover each of the main spellcasting classes in the CRB.
They focus on asking questions about the following: * number of spell slots available per day
Quick but essential disclaimer: The survey does not require you share any personal data. This is not a scientific survey. I will never present it as such. I tried my best to present each of the questions in the most unbiased way I could achieve and to include the largest amount of possible answers.
It's OK.
I'd be very happy if enough people were to contribute that it gives Paizo an incentive to just take a look at these surveys, or, better yet, make their own. If no one answers and it goes unnoticed well...I guess I will have wasted 2 hours of my life but other than that, no big deal. :D You should, theoretically, be able to see what other respondents answered but I'm not sure how it works because I have never used Google Forms before. When I wrote my thesis, I did qualitative (as opposed to quantitative) surveys only and those do not fit well into forms, so this is a first! ![]()
![]() Mark Seifter wrote:
Except PCs will also be using that same Now I get why all spells have been nerfed to barely viable or clear uselessness.
The issue is: PCs get lower AC, HP, saves, attack bonus and so on.
Sure, the Brain Collector just keeps recasting Mirror Image ad nauseam because this is the only fight he'll ever have in his entire career. I don't presume you intend it to be the same for PCs, otherwise, retirement pension plans are going to go through the roof in the world of Golarion. If anything, PCs should get access to more powerful versions of spells and abilities than monsters get.
How is it that a monster who is already built to be better than every possible optimized character in the party gets access to stronger magic and attacks than the PCs who hope to defeat them? Nerfing spells to fix difficult encounters is not the answer if you're going to make the PCs using these spells even weaker. It's been most illuminating really, because I had been wandering exactly what had the thought process been for nerfing all spells across the board.
Maybe the idea is not to nerf Mirror Image in the first place but rather limit the number of Mirror Image spells that the Brain Collector has access to? Or just make it so that an optimized character doesn't feel, as the OP did mention, that only their 1st attack has a decent chance to hit in a round? Don't make it so monsters get worse, make it so PCs get better at handling them. That way, you make the encounter less deadly and more interesting but regular magic-using PCs don't take an extra arrow to the knee in the process... Seems the most simple and sensical solution to me.
Besides, I now you can't talk about anything that is under scrutiny at the moment but the particular topic at hand makes me want (no, makes me need) to ask: Are we getting surveys relative to the use of magic at some point?
You acknowledged in the past having read the popular thread by magnuskn about arcane spellcasters but it's all been radio silence since then and, as much as I want to be patient, your comment about nerfing yet another spell has been really unnerving. One of my players has quit the playtest after he rolled a spellcaster (new player) and another one is in the process of doing the same (very experienced player), for similar reasons. I keep trying to remain positive.
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![]() tivadar27 wrote:
I know and I agree. I don't think we can change the devs' mentality when it comes to this though. The surveys never even gave me the opportunity to say that the problem is not with X class getting Y for their abililty boost but with the fact that it's restricted to one specific attribute - or two- in the first place.![]()
![]() tivadar27 wrote:
I'm 100% with you on this. Unfortunately, I don't see it happening at all.The point for Paizo with the single primary attribute for each class is that it removes uncertainty as to how people will have built their characters and makes the game "safer" when it comes to balancing classes and encounters - in their view. You see, the intent here is that: 1) New players can't get it wrong.
Paizo is going to hold your hand through the character creation process. Don't you dare deviate from that! Incidentally, the devs also don't care much that the most exciting part of a TTRPG is coming up with unique character concepts. This is true for hardcore roleplayers and min-maxers alike.
This ability has been carefully removed because... 2) It makes it easier for developers and AP writers to build encounters and offer new content that is "balanced" across all builds. No, it probably won't improve your enjoyment of the game.
This game is being designed by game designers, for game designers.
Let's take a quick look at the most recent errata and skills, for example.
This way, it's very easy when designing an AP to determine the highest possible bonus a PC could have in one skill, at a given level. TLDR:
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![]() This seems to be an oversight. Rogues were not originally meant to be able to deviate from the DEX route and thus their primary boost worked just fine.
However, allowing Rogues to choose from 3 different boots would really put them at odds with all of the other classes, who either have a single boost or can choose between two at best. I think Rogues should be able to do fine with a choice of STR or DEX.
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![]() B.S. wrote:
That's not the right question. Sorcerers are not OP in any way, shape or form.Bards are even more underpowered though, so I get why you would think this way. The real question is: "Why do spontaneous casters have so few spells known?" B.S. wrote: Similar thing with Universalist Wizards. Not only does an extra spell slot of every level make them way more powerful than other classes, they’re way more powerful than every other subclass of Wizard! Universalist Wizards get to use Drain Arcane Focus 1/day per spell level. Specialized Wizards get one additional spell slot per spell level every day. They also get to use Drain Arcane Focus 1/day, on top of that.A Universalist Wizard at level 1 has exactly one less spell par day than a specialized Wizard. Focus Conservation (8th level feat) actually makes Universalist Wizard better because they get to cast a lot of extra spells from that feat, due to the fact that they can use their Arcane Focus multiple times per day. At level 8, that's essentially:
Meanwhile, a specialized Wizard uses their Arcane Focus on a 4th level spell and gain a 2nd level spell for it that day.
Universalits only become clearly better past level 11. Besides, have you taken a good look at the other spellcasting classes?
Sorcerers and Wizards have no weapon and armor proficiency, the worst possible saves at 1st level and lowest HP.
It makes sense they would have more spells per day to keep up. The core of the issues is that Bards are built using the same model than Druids and Clerics but none of their class features truly help them shine in any other way than casting spells and, for this reason, they end up being lackluster Sorcerers without even a bloodline to boost them. In short, Bards are severely crippled compared to the other spellcasters.
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![]() shroudb wrote:
This might have been true in 1st edition. There are no more AoO tough.
shroudb wrote:
Two things here. First, you say the spell targets TAC like it's a huge boon. Breaking news: it's actually required for casters to have a decent chance to hit.
Second, you keep bringing up the spell's persistent damage.
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![]() Freagarthach wrote: I have seen enough to know that one combo is not all there is to be a contributor for direct spell damage There is more than one combo for direct spell damage, I agree. This one is simply the best that I could go for with my playstyle.I like to go nova, have that one big burst of damage on one or multiple foes.
Casting a summon means losing the chance to cast a defensive buff on myself or allies in the 1st round of combat.
Burning Hands and the like are good if you get to use them on a pack of lower level mooks.
If I can manage to tag two enemies with Burning Hands then it means they're standing really close to one another and chances are the party's Barbarian could have cleaved through them more effectively than I did. That's just my thinking, of course.
It's fine but I still believe I'm not the only one who thinks the way I do and thus my feedback is at least representative of how part of the community will react.
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![]() A while ago, I posted in this thread some of the feedback that I received from one of my players who rolled a Wizard character in Doomsday Dawn Chapter 2.
Some people dismissed parts of it on account of the player being fairly new to TTRPGs and lacking the necessary system mastery to make the most of an arcane spellcaster. I initially thought that might very well be true but I had no means of effectively testing this theory. While my regular group (I am DMing) will only be starting Chapter 3 tomorrow evening, I had the opportunity to roll a character for Chapter 4 of Doomsday Dawn.
I decided that I wanted to make a blaster character. Disclaimer: I love blasting and I don't care that some people think it's wrong for spellcasters to do anything other than provide utility for the rest of the party.
Why the initial disclaimer?
Now, obviously, my feedback is going to have lots of Chapter 4 spoilers.
Spoilers for Doomsday Dawn Chapter 4:
My first issue was determining whether my character would be a Sorcerer or a Wizard. I had a specific concept in mind for roleplay but, first and foremost, I was concerned with optimizing a blaster and seeing if it worked. I set out to compare what both classes would bring to the table for a blaster character.
* Sorcerers have better damage and more "nova" potential - courtesy of Dangerous Sorcery. Imperial Sorcerers can use Overwhelming Spell with Metamagician's Shortcut and cut through electricity resistance. Sorcerers have more flexibility with their spells when blasting is not an option. * Wizards have more spells per day. Yes, a specialized Wizard and a Sorcerer have the same number of spells - on paper. Wizards have their Arcane Focus and Makeshift Wand though, so they end up with more spells: more blasting potential. It's worth noting that this debate would not have happened at level 20: Spell Combination makes the Wizard your best option, since you can effectively prepare 2 heightened-to-level-8 blast spells in a single 9th level spell slot and have them go out both at the same time. But, we're level 9 at the moment and so I decide to go with the Sorcerer. First, it fits my concept (more on that latter). But really, it seems to me like a superior option for blasting. Wizards are decent skillmonkeys and textbooks. Now that not all skills rely on Intelligence to identify monsters, they have lost some of their oomph factor. Sorcerers make a great party face and they have more Resonance points. I'm still going with Sorcerer. What about my ancestry?
Slight digression: I had a dream just last night that I held 2nd edition CRB in my hands. Most of the magic nerfs had been rolled back and the Witch made it to the core rulebook. You chose a curse and associated patron (just like a Bard's muse) to determine how you got your powers. Here's to hoping I have precognition powers! Had the Witch been available (and able to build like a blaster) I would have gone for that but Sorcerer was a good fit for the time being. Incidentally, Human was also the best ancestry for this build, period. Here's a breakdown of my character. Ability scores at level 1: STR 10, DEX 16, CON 12, INT 10, WIS 12, CHA 18.
Ancestry feats: General Training at 1st, 5th and 9th level. General feats: Armor Training (Light) at 1st level, Armor Training (Medium) at 3rd level, Alertness at 5th level, Incredible Initiative at 7th level, Great Fortitude at 9th level. Class feats: Dangerous Sorcery at 2nd level, Arcane Evolution at 4th level, Advanced Bloodline at 6th level and Overwhelming Energy at 8th level.
I feel it's important to mention: this isn't the most optimized route.
I'm a min-maxer but I'm also a roleplayer.
If you feel like doing this, more power to you, this is the optimized route right now.
Why did I want armor in the first place? Mage Armor provides laughable protection when you're going melee and this is exactly where I'm going. No, not the gish way. The melee touch attack blaster way. I still need good AC though, especially with low HP. You see, I sat down and took a long time to consider how to approach the blaster character in PF 2.0. The sad truth is, there's only one good blasting spell and it's Shocking Grasp. Why? Because it requires an attack roll instead of requiring that the monster saves against your spell. While building my character, I compared spell DC at every level with a random monster from the bestiary. The chance that the monster would save ranged from 60 to 85%! This doesn't work, this is utterly wrong and it made me really angry. Assuming monsters are off by a margin of 2 right now, this is still stupidly high saves. Anyway...Shocking Grasp it is.
So, I would not be slinging forks of lightning at my foes, I would be unloading it right in their face.
At level 9, I had 4 spells of 1st, 2nd, 3rd and 4th level and 3 spells of 5th level. I would cast my main damage combo, True Strike + Hightened Shocking Grasp, up to 4 times per day (3 Shocking Grasp were heightened to level 5, one was hightened to level 4). Sometimes, blasting is not an option. Sometimes, the party requires utility from an arcane spellcaster. For this reason, I loaded up on buff spells. Why not control spells? See the rant about monsters' saves and spell DCs above.
So, quick look at my spell repertoire: Cantrips: Detect Magic (B), Electric Arc, Light, Prestidigitation and Shield
Of course, Shocking Grasp was a standard for my Spontaneous Heightening class feature. The other was Invisibility. At level 9, my character was trained in Acrobatics, Arcana (bloodline), Athletics, Deception, Intimidation, Society (bloodline) and Stealth.
Skill feats: 2nd) Steady Balance (falling disrupts my damage combo), 4th) Scribe Scroll (was told lots of downtime in this chapter, thought I would make the most of it), 6th) Multilingual (so I had Common, Skald, Sylvan and Draconic) and 8th) Intimidating Glare (because sometimes you really don't speak the language you need). I tested my average DPR with True Strike+Shocking Grasp combo against a friend's Fighter/Barbarian (optimized Fighter with Barbarian archetype, rage all day long and dragon totem). I was very happy that, on paper, my average DPR was about 150% of that of the Fighter/Barbarian in a round where both have full buffs on and I cast my main damaging combo. Again, some people will say it's unacceptable for spellcasters to dish out huge damage, for me it's how it should be when you go with blasts. This was all theorycrafting, however. So, how did it go in truth? Well, let's consider each encounter individually. The party runs afoul of a very deadly monster near a lake. Monster follows a party member to the banks of the lake. Heightened Invisibility means the Fighter/Barbarian is attacking unseen then sensed and takes less damage than he would have from the monster's attacks that miss. I cast Fly and Mirror Image on myself afterwards. I unload with heightened comboed Shocking Graps. I miss a lot, my chances to hit feel like a coin-flip. The Fighter/Barbarian is even worse. Monster still not dead, two party members down, retreat! The fey encounter resolves peacefully. Glad I'm a master in Diplomacy with innately strong Charisma, that makes me very useful in these situations. Same thing goes for the gnome village. It's off to fighting rocs now. Fly spells let the party's main melee damage dealers reach the creatures. That includes myself. These things hit really hard and they fly down to the others. I fly down too, after 3 rounds of casting Fly on me, someone else, and moving upwards. I finally manage to land a Shocking Grasp. Some good damage there, these things finally stop moving around and they're soon dead. Much like the first encounter, I provided the party with critical buffs that helped improved the survivability of other party members or made them able to reach our foes.
So far, so good. Next encounter is a dragon.
Unfortunately, one party member dies from the Fire Giant below. Very tough fight in the end: can't be in two places at once, you know? Cyclops: the party attacks on sight so I support them with Enlarge on the main frontliner then Heightened Invisibility.
As for the final encounter well, the party has enough ally and research points. We skip giant, trolls and whatnot and see the fight with our allies from afar. We rush in to face a mummy, two clerics and a brain collector.
The mummy in a real pain in the a**. It has AoO and I'm learning this the hard way. The mummy crits, I have no more Mirror Image, spell lost and I'm at 20% HP from one hit. :/
So what do I get from this playtest? Positives: *Blaster Sorcerer works and I'm pretty sure Blaster Wizard does too. It feels rewarding casting a combo of True Strike + heightened Shocking Grasp. The damage is really good and I don't feel like a subpar martial character.
Wizards will do good as well: they have slightly less damage but they get more spells per day. A familiar and Makeshift Wand is 4 more True Strike per day, ready for combo. Works great with an Evoker Wizard - on paper, did not try that one in play.
*High Charisma character pays off: makes for a great party face and I never ran out of RP Negatives: *The only good blaster build I could come up with requires True Strike and Shocking Grasp Nothing else comes close if you don't want to use a weapon at all.
*Monsters' saves are absurd Disintegrate looks good on paper until you do the math and realize that the Fortitude save the monster gets makes it so that it doesn't do more damage in the end than a same level Shocking Grasp. :/ *Wizards and Sorcerers can play gish, blasters or buffers but NOT controllers or enchanters You can't play as a controller, enchanter or summoner anymore.
*Mage Armor REALLY needs a buff Paladin Dedication feels cheesy as hell but it's just the best bang for your buck. You need a good AC for this build. You won't have Mirror Image until level 5 if you want to use your main damage combo early on and Mage Armor will not save you. Thus, my Sorcerer had to settle for a Breastplate.
I should have as much AC with Mage Armor and maxed out Dexterity than I do with medium armor, otherwise, what's the point of spending a high level spell slot?
*Spellcasters need more spells! This Chapter played in a very weird manner. We would generally have no more than one fight per day so, of course, I never truly ran out of ammo. Two fights per day and I'm good for sitting on my hands though.
TLDR:
I really need to emphasize this: buffing works and blasting works. Buffing works because buff spells, although they have been nerfed in duration and the like, still provide the party with strong defense and utility. Blasting works because, thankfully, we have a spell that emulates fighting with a weapon: it requires an attack roll and goes against TAC (so your low proficiency doesn't have too much impact).
Illusionists, summoners and controllers are dead.
So, in the end, these are the issues that I have confirmed after playtesting: 1) Monsters' saves need to be lowered. Spell DCs need to go up, give us feats for that! 2) Spellcasters need more spell slots per day. I feel one for every spell level would be balanced. 3) Mage Armor needs a buff, it doesn't hold the comparison with regular armor. 4) I guess rolling back the nerfs on some of the control spells is needed. Casting a second level spell to negate invisibility for ONE round is bad (looking at you Glitterdust).
Final word: I'm also testing a theory with this feedback. If the True Strike + Shocking Grasp combo suddenly gets nerfed in the next errata, I'll have indisputable evidence that Paizo does not want arcane spellcasters doing anything meaningful by themselves! :P
EDIT: given the opportunity, I will try a pure enchant/illusion/control spells-based arcane spellcaster in Chapter 5.
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![]() HWalsh wrote:
Strength is necessary for all melee builds, no matter the class you're playing. Charisma is required for Resonance, party face and combat applications, no matter the class you're playing.Intelligence is only required for Wizards (provided they care about their spell DCs; which they do if they didn't go with buff spells) and Alchemists.
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