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We have a potential problem caused by the wording in Create Thrall. Create Thrall states that “you can have up to one thrall created by this spell make a melee unarmed Strike using your spell attack modifier for the attack roll” but this directly goes against the thrall trait which states “ They can’t take actions”. Now I and probably most people understand what the intent of this is but it creates a classic RAW vs RAI situation. Better wording for creat Thrall would be “you can make a melee unarmed strike with one of the thralls created by this spell using your spell attack modifier for the attack roll”. This wording makes it clear it’s not the thrall taking the action but instead the necromancer. This wording or something similar will help eliminate some potential problems and unnecessary confusion ![]()
Have any of you noticed the problem with Create Trall states “ When you cast the spell, you can have up to one thrall created by this spell make a melee unarmed Strike” under thrall it states “They can’t take actions, but they can be used for various abilities”. This two statements directly contradicts each other. I think some wording need to be rethought ![]()
So the blood ragers archetype states you choose between arcane or divine for your spell list but “Surging Blood Magic” and “Exultant Blood Magic” both indicate that it should be Occult or divine. Now to me this makes more sense because Occult seems a better fit for the Blood Rager divine. So which is it? ![]()
I always find these post funny. Fix the wizard, fix the wizard, the wizard is no long OP fix the wizard. I’ve played 3 remastered wizards and have yet to see anything broken about the Wizard. My staff wizard with school of battle magic rains down death and destruction with ease. I effectively have more slots to play with than any other caster that been played in our group (except cleric if you count the bonus heal/harm). My Familiar school of mentalism is doing an awesome job of being our groups stealthy thief/spy in Edge Watch. And finally I expect my spell blending school of Ars Grammatica who’s only second level look like he’s going to work out fine. The problem isn’t really a matter of Wizards needing fixing it’s a matter that either the GM being lazy (adventure paths are notorious for this ) and only using single or dual creatures in combat encounters or lack of team work in the party. There is at least one solid spell for every spell rank of school either at that rank or one that can be up casted to that rank. There’s a fallacy that the more limited school spell lists is a handicap, this is a fallacy because in almost every case with the older broader schools you ended up the same number of effective choices but a illusion of more. No the Wizard doesn’t need fixing it has a higher learning curve than most of the other casters but it’s not broken. ![]()
breithauptclan wrote:
Maybe you should read the playtest documentation “ How to PlaytestThe playtest will run until October 2nd, 2023. We’re looking for your feedback, comments, and criticisms regarding these classes, but we’re focusing our attention on feedback from play, both online through play-by-post campaigns and VTTs and at home tables for those of you who can play such games safely. Make new characters, use them as PCs or adversaries, and run a few game sessions or encounters using them! Our friends at Demiplane will also be hosting a free preview of their online character building tools, allowing you to build playtest animists and exemplars online! You can visit them at www.pathfindernexus.com/playtest. Anything can change based on the results of the playtest! These are early iterations of the new classes; some abilities might be a bit extreme or stretch some assumptions of the game, and the best way to find out if we’ve gone too far (or in the wrong direction) is for us to deliver them into your hands. We don’t expect to release any changes during the playtest itself, only in the final book ![]()
I think that there are a few problems with the spell casting that must be addressed. As it is right now they have every advantage of both a prepared caster and a spontaneous cast plus with their only disadvantage being the limited slots for each and set lists which the sorcerer already have.
So here’s how I think you fix it.
From the testing my group has done this goes a long way to bringing spellcasting in line. ![]()
Dancing Wind wrote:
In which case why bother with a play test? If they don’t need to fix the balance why are there so many problems with this classes balance ![]()
Themetricsystem wrote:
No if that was the cast they wouldn’t want it played in groups for the playtest. Numbers are just as important because one of the reasons for the playtest is to check class balance which we can’t ![]()
Themetricsystem wrote:
Actually we don’t know about changes to the bard in fact from what they’ve said all casters are getting some significant changes. So that not going to work either. ![]()
Now I’m not talking the Animist itself because there’s no way to actually accurately playtest the class. Why?
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Lanni Talimbi wrote:
I’ve done it. The animist wins hand down vs every other pure caster. Greater versatility than the any of them and as of second level after one feat a better heal/harm caster than the cleric. But there’s a giant hole in this playtest. We don’t have the remastered casters to compare to. ![]()
Lanni Talimbi wrote:
That divine gives them unbelievable versatility. You have two slots per rank that can be any Devine spell and two slots per rank that are none Devine spells that you get to choose from two lists at 1st level, 3 at fourth, and 4 at 12 plus you get to change those lists every day which no other spontaneous caster can. To make them even more versatile all these spontaneous spells are signature spells. ![]()
Poweroftwo wrote:
Those couple of spells gives them a greater spell selection than a sorcerer. At 10 level a animist has 15 spells to use these slots with and everyone is a signature spell while the sorcerer has 20 but the sorcerer only has 5 signature spells vs the 15 that the animist has At 12 level the animist jumps up to 24 spells the same as a sorcerer with 24 signature spells vs the sorcerers 6. On top of this the Sorcerer can only change his spells when he levels while the Animist can change his entire spell repertoire every day. ![]()
shroudb wrote:
To get that your adding the clerics divine font which can only be used for heal or harm spells and is a unique feature of the cleric. Every other class will only 15 slot’s compared to the animists 18 slots. You cherry picked your comparison to support your point. Plus the cleric has at most 3 none divine spells added to their spell list while the animists has up to 9 such spells. It’s the whole spell package that’s the problem any single aspect is okay but when you add it all together it’s broken. ![]()
Macondi Missani wrote:
Yea and the extra spells only cost you a ancestor feat. And your character will never have more that 5 the animist will have 7 plus their ancestor spells. And unlike your character the animist can have any divine spell in one slot and a choice of two different none divine spells in his second slot. Of course that’s only at 1 st level by 4th he completely out spells you and by 10th he gets more slots that you. Oh and all of his spontaneous spells are signature spells you only get one per spell rank. ![]()
Okay I understand that this is a remastered class but unless all the other classes get more spell slots this is way OP. 1) you have the advantages of both a prepared caster and a spontaneous cast with tho controlled a larger selection of spontaneous spells pre rank than any other spontaneous caster. With the addition benefit of changing them every day and they are all signature spells coming from multiple spell tradition list. 2) on top of this incredible level of versatility they get more spells pre rank than any other class. 6 cantrips and 4 for every rank until 9 than 3 for 9th. And this all without feat cost. On top of this you get versatility in your focus spells and start with 2 focus points. Now you can say that the Apparitions spells are limited but look at the list they are primarily Primal or Arcane spells. 3) on top of all this versatility you can also take feats to add to your Apparitions repertoire which means these spells are also signature spells. 4) to top this off they get legendary spell casting at 19th level making them as good as any other caster. So to summarize at first level I can prepare any two divine cantrips plus say Tangle Vine and ignition. Plus I can prepare any 1 divine spell plus I can cast either Wall of shrubs or Imposing Earth as I need. At fourth level I can prepare any 2 divine cantrips plus Tangle Vine, Ignition, and Gouging Claw. 2 rank one and 2 rank two divine spells that I prepared ahead of time and I have a rank 1 and a rank 2 slot that I can use to cast any of the following (Wall of Shrubs, Imposing Earth, runic body, genial Breeze, Entangling Flora, Exploding Earth, Heal, Harm) all of them Signature spells. This only get more extreme. And I’m not even getting into the fact that this class has a bunch of melee boosts and Wild shape ![]()
Captain Morgan wrote:
Stoke element has a action tax and is either every other turn or one attack a turn take your pick and that’s just with elemental blast anything that two action or more is absolutely every other turn. Welcome to action tax ![]()
So we’ve talked about the low to hit, the low DC, the armor issue, the low damage which is worsened by the low DC and we’ve talked about the action tax. Now let’s talk about the Attack of opportunity tax. Now I can just hear people saying the magus takes AOO and that works fine, and yes it does but those are two action attacks with pumped up damage and or effects from a spell and a magus can do regular attacks. Every thing a Kineticist does triggers a AOO including it’s basic elemental blast. And to add insult to injury if you get crit while attempting a elemental blast your MAP progresses. And for those saying the high hit points make up for the disadvantages think about this the Kineticist needs those HPs because he triggers more AOO than any other class and has no real good option to not do so ![]()
RexAliquid wrote:
So we pay a feat tax and a action tax causing our DC attack to take 4 action for a max of +10 to damage and we can’t do it back to back since Stoke Element is the last impulse you can do for a turn and you have to have elements gathered first. Turn one gather element, elemental blast which you have a good chance of missing, Stoke element. Turn two AOE which you will probably only do half damage with, gather element, turn three two more attempts of elemental blast, stoke element, turn four repeat turn two. And since it is impossible to have a starting strength or dexterity of 18 you behind the ball there. ![]()
NotEspi wrote:
You could say the same for a fighter or champion the swashbuckler is going to out damage them because that what the class is designed to do. You can’t expect to make the Kineticist the best combat class in the game the ideal is balance and your expecting to much for damage. ![]()
A lot of people have been justifying the lack of legendary DC proficiency by pointing out that extract element gives a penalty to saves and ac. But extract element only works on creatures that have the element tag or have a elemental nature. This means there are many creatures that not only are resistant or immune to a element but also do not have a elemental nature.
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NotEspi wrote:
Except in the example of the swashbuckler you use a action to get panache and than you use the finisher you can’t use a action with the attack trait. With elemental blast you just attacking 2-3 times. The swashbuckler is a bad example your closer to a monk. A Monks damage doesn’t scale either ![]()
The problem is we have to many negatives: overflow action tax, Less damage and last but not leased the DC proficiency deficiency. Probably any two of these would be livable but all three is more than a little extreme. As it is now not only do you do less damage but your target is far likely to save or crit save. ![]()
I like the discipline ideal tho I only think you need 2 control and potency. I don’t think blast damage needs increasing since potency runes are effective. I also think the control discipline need medium armor but I actually don’t think you need anything other the what you’ve given in disciplines. I also think only those impulses with the overflow trait should get the action decrease ![]()
Lazarus Dark wrote:
So you guessed at the class design system and think you have if right. What you have is a guess it might be a educated guess but it’s still a guess. Trying to say you are right is misleading ![]()
When the Kineticist was described I was picturing a class with two effective roles a striking type and a blaster but that’s not what we got. The striker build is almost solid it needs a little work but the action economy is solid and the rune use means it going to be a useful with either front line fighting or range targeted fighting. The action economy is basically the same as other classes of this type. The blaster or AOE build gets action taxed to death. Nvm the fact that the DC and Damage is a major issue the blaster also pays 1 &1/2 to 2 times the actions to do these AOEs. No your going to say that’s not true because all the AOEs are two action and yes they are BUT they also have the overwhelm tag so you have to gather element as your first action the next round and the only damage bonus they can use Stoke Element not only costs a action but it’s the only impulse you can use the round you use it. So round one you range attack twice than stoke element round two you use a AOE and that’s it. Round 3 you gather element and maybe range attack twice use a weaker AOE. On top of that gather element, stoke element and all the AOEs hav3 the concentrate and manipulate traits ![]()
Squiggit wrote:
Actually it is a big deal. If you go universal gate not so much but dual and single gate it is a big deal especially if you building a blaster instead of a hitter. The blaster build already has 2 major disadvantages if you don’t include the weak DC. 1) their damage is low and stoke element which only adds 2 or 4 to the damage has a action tax. 2) every AOE attack also has a built in action tax in the form of overwhelm. So 5 actions to do a AOE with +4 to damage vs 1 action to do a strike with 4+ damage bonus plus runes added to it. This is a major issue ![]()
Candlejake wrote:
I agree there are two paths and I think they need to actually recognize this in the class like the cleric. The AOE blaster suffers from two things 1 it doesn’t get legendary proficiency in class DC and it’s proficiency increases slowly. I think this path should not get Master in either Armor or Strikes but should get legendary class DC and some short of damage buff. That many are missing is that even tho the AOEs only take two actions they all have overwhelm which adds another action tax after the fact. The fact that the AOE actually take three actions four if you use Stoke element which is the only damage increase available for the blaster. That brings up the second point the AOE damage and effects need to increase not a lot but they do need to increase. The Elemental Hitter need medium armor but can probably make due with expert with class DC. They are the ones getting benefits from runes and str on damage making by far the best current build. I also thing they need to adjust the proficiency increases But I think the hitter is far more likely to be a all gate than the blaster so extract element is of far less important for them. As things stand now the only effective build is either a str or Dex build hitter with con as either secondary or lower priority. ![]()
Also Unicore agile only helps if your playing a melee build and to take advantage of this you lowering your DC yet again. The class definitely suffers from trying to do two vastly different things and can only do the one well. If I wanted a front line character I’d take this class in a minute if I wanted a area effect class this would be the last one I’d take. ![]()
But they are not two action AOE they are three because they all have overwhelm which is a action tax you pay after. Also when you compare the damage to most focus spells you doing less damage. With you DC 2 points lower or more if you plan on attacking with melee or range blast as your primary. Stoked Element is a additional action tax so now your up to 5 actions to get a whole +2/+4 to damage while most spells are getting that or better automatically. ![]()
I think there’s two main problems with a caster style Kineticist one is the action tax almost all the damaging impulse have overwhelm which is effectively a action tax. Now I don’t see that as a major problem except the class also peeks out at master level DC proficiency. I really think the two types of Kineticist builds need a formal division like the warpriest vs the cloister priest. If you gave the melee/ranged attack version medium armor and dropped the DC proficiency to expert while the caster version keeps only light armor and gets legendary DC proficiency I think this would go a long way to balancing the caster version. Tho I do think some of the damages need to be modified ![]()
PossibleCabbage wrote:
Not likely with the lower DC proficiency. With overflow being a action tax on two action abilities on top of not getting legendary DC proficiency. Plus all the AOE trigger AO. This aspect of the class need work which was why I made my suggestion but since pronate hates clerics he keeps yelling NO NO NO ![]()
If your opponents are expected to save on a regular basis and you introduce a class that relies on saving throws but has -2 to DC giving the opponent 20% greater chance to crit save how is that playable. Add to that the same class imposes both a action fee and less damage when using these abilities how is that playable. There is not a single AOE in the class that doesn’t take 2 actions to use and 90% have the overflow tag. All I heard about when people where excited about this class is how it’s a blaster class that will do great AOE but this class does not do that between the lower damage the weaker DC the action tax. There’s not a caster in the game that will not out perform the Kineticist in this type of build. ![]()
Pronate when was the last time you seen a Fighter/Champion/Ranger/Barbarian/Swashbuckler that didn’t have their primary attack stat maxed? You don’t that because crits are so important. When was the last time you say a caster that didn’t have their primary DC stat Maxed? You didn’t because DC are so important. This class not only have two primary stats but the DC is screwed by it’s proficiently. Maybe you’ve never ran PC over 10 level but I have and opponents have a hard time failing saves when the caster has all the bonuses. This class might as well not even bother. Creating two builds makes sense it let people specialize so they can actually do what they want to while letting them dabble. As it is right now the only type of Kineticist that’s worth playing beyond 10 level is a dual or all element melee fighting/range type. The blaster build is just to weak without legendary DCs. ![]()
If you have a 18 con and a 16 str you are going to be 3 points short of a fighter at 20 level 1 point short of all others. If you a single element user your going to be useless against anyone immune or resist to your element because you DC is two less vs opponents that normally save when the DC is normal. So with this build your not only not criting but your also often not doing damage vs opponents of your same element. I think all of you are looking at this as a purely fighter type class which it is not that only one build type which I would say does work but the AOE build fails without legionary DCs. ![]()
By the way pronate you can’t do both that the problem. If you go the strike route you con is at best secondary which give you a -3 to DC if you go the DC route your str/Dex is secondary and you take a similar hit to your strike. Add to that unless you dual element your always taking a chance of not being able to damage your opponents. It’s the same as the Cleric if you try to do both you fail which is why two main class builds make sense just like the cleric ![]()
And the summoner is another totally different type of character their spells are not attack spell they are support and they don’t generally go directly into melee. You keep given example of classes that are completely different and have only one main focus this class has two different possible focuses. Out of 16 air feats 8 that half of them are DC based and all but one of those have the overflow tag which means even tho they are only two action abilities they have a additional action fee when you use them. You say the Kineticist is not a caster but those that use the element based feats are closer to a caster than anything else but between the -3 to DC and the extra action cost they are worthless. So people might just want to play the none direct combat build to bad it’s worthless ![]()
Actually they Are at least 3 lower because you have to max you strength or Dex to hit. So that a much greater chance for a critical success. The Thaumaturge is all about damage buffing so your completely wrong about that. The inventor is not a front line combatants yes it can do damage but it also has medium armor as does the Thaumaturge. The Kineticist is a front line fighter but only has light armor and has to sacrifice it’s DC abilities to fight. It’s not like I’m suggesting two classes I’m just suggesting two core builds. Other wise if you go combat all you DC base abilities are going to be useless. There are few DC abilities for either the Thaumaturge or the inventor most of the element based abilities are DC based for the Kineticist ![]()
Pronate11 wrote:
Thaumaturge have abilities to both improve his to his and to weaken his opponent. The inventor is closer to a investigator which means a skill focused class. This is a front line combat class that has three different core builds but the third is useless. If you want the AC for front line you have to go Dex but lose on damage, if you want to do damage you go strength but lose on the AC in either case almost all the element based feats are useless because not only do you only get master in DC but your con has become you second or third stat. While a character that want to do the elemental area effects fails because casters do more damage on the effects and have a higher DC. The only build that works is a Str primary with Dex secondary and con whatever being a melee fighter and never taking elemental specific feats. A Dex primary str secondary can also work but you losing on the damage side. The elemental build just plans fails the damage is lower than spells and it grows slower as well as suffering from lower DCs ![]()
Pronate11 wrote: I feel like that is very excessive. All it needs is to get expert attacks at lvl 5 and maybe some more damage and its fine on the attacking end. Saves are slightly harder, but master is arguably good enough, and even if playtest shows it isn't, there's probably class budget for legendary DC. I feel like a class split is way overkill, and will ruin many characters that want to do both. Your to hits are either strength or Dex but your class DCs are Con so you either make con secondary and your class DCs fall short or you make Dex or str secondary and your to hits and crits as well as damage suffers. In addition light armor forces you either to go the Dex route or take a additional hit on AC Every DC damaging attack does both less damage than a spell is saved vs better and has the overflow tag which means it has a additional action tax on top. Doing both means you are going to be weaker than other classes in both. This is why I think it needs to be split ![]()
I like the class concept but I see a fundamental flaw in the class. On one hand it’s a martial style class that get both master with strikes and armor proficiency while only being trained in unarmored and light armor on the other hand it’s a DC based class but only gets masters in Class DC proficiency. I really think this is a case of Jack of all master of none. Tho I hate to suggest it I think we need a class split like the cleric with a martial version that gets master in strike and un, light, medium armored but only expert in class DC and a blaster version that gets master in un, and light armor as well as legendary proficiency in class DCs. I think this would be a good fix for the problems that I see in the class while keeping it balanced ![]()
Losonti wrote:
It could be any campaign. You have no ideal going into the campaign most of the time and in HB it could be actually worse. As it is now it almost forces the PC to go dual element especially if they add dual element feats in the final version ![]()
Also almost every ability that requires a save has the Overflow tag. So I extract element if I succeed I can now attack a opponent that’s resistance or immune but if the ability I use has the overflow tag so if they make their save or not I still have to attempt a extract element again to attack them. And almost all the abilities I’ve seen to do extra damage or a effect requires a save I suppose they consider them to be like the War Priest but they are already doing less damage with a lot less support abilities to make up for it. ![]()
Themetricsystem wrote:
No your not doing it for damage directly but without legionary proficiency at higher levels you opponents are going to critical success on the save with the lower DC and if that creature is resistant or immune to your element your sidelined in the combat. Since this is a essential ability and almost the only ability that uses the class DC it seems to be a major problem. I’m running AoA and a fire Kineticist would be useless half the time because of this |