w0nkothesane |
Has anybody considered moving Spell Combat to 4th level, Spell Strike to 2nd, and Arcane Weapon to 1st? I think this is worth considering.
If Arcane Weapon took effect at 1st level, and improved every 4 levels thereafter, maxing at +5 at level 17, the +1 enhancement bonus would perfectly line up with the levels where the magus' BAB doesn't increase. Eventually they'd fall behind slightly, when +5 weapons become available, but even then they'd get some nifty abilities that they can add to the weapon.
The +1 enhancement bonus would be very good at 1st level. Being able to bypass DR/magic would be extremely useful, but not overpowered, compared to a Fighter with Power Attack and Cleave at level 1, a raging Barbarian with Power Attack, or a Paladin's Smite Evil. It would also help make the Magus more "magical" at low levels before it begins to combine spell casting and melee combat.
This would also move Spell Combat to a level where it's much more usable. As it is, granting it at level 2 is kind of a trap. By level 5 the character has come into her own, had a chance to pick up Combat Casting (and Power Attack and Weapon Focus) and received a much needed stat bump at 4th level.
Spell strike would only be moved to 2nd level to keep it from having an empty level.
I know some will argue that Spell Combat should be granted very early because it's the bread and butter of the class. I think (as do many posters) that it would be far too good an ability if the penalties were removed or lessened, which is the most commonly proposed fix. I'd much rather see it granted later than made too good.
Feedback would be appreciated, but let's keep it civil
Fergie |
Has anybody considered moving Spell Combat to 4th level, Spell Strike to 2nd, and Arcane Weapon to 1st? I think this is worth considering.
...more...
Feedback would be appreciated, but let's keep it civil
That's crazy! No way, totally broken, you ruined the game.
~~ Takes time to read post ~~Hey, that's pretty good. I totally agree that Spell Combat is much more useful to a slightly higher level character.
Good one w0nkthesane.
Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
A reasonable suggestion, but it assumes that a magus will only use arcane weapon for enhancement bonuses.
Personally, I'd rather see a version of spell combat that actually works on low levels. But that's just me.
(Also, spellstrike is totally awesome at 1st level if the magus gets a 0-level touch spell.)
vuron |
A reasonable suggestion, but it assumes that a magus will only use arcane weapon for enhancement bonuses.
Personally, I'd rather see a version of spell combat that actually works on low levels. But that's just me.
(Also, spellstrike is totally awesome at 1st level if the magus gets a 0-level touch spell.)
Well they can take advantage of GMW just like everyone else right? Basically this would just be giving them free magic weapon that scales up with level.
It's not enough to make the Magus completely worthwhile as the class is still stuck with a rather limited pool of resources to power most of it's features. It needs something to reduce it's dependency on burning through spell slots like candy.
Anburaid |
What about this? When the Magus prepares spells of certain schools, they add their spell level to certain abilities (perhaps arcana?) that last until the spell gets used. Abjurations might increase the Magus' base AC, Evocations might increase damage or convert part of the magus' damage into an energy type, Transmutations might add movement, perhaps necromancy adds DR, etc.
This would then provide a modest long term benefit that eventually falls away as the magus burns through spells.
w0nkothesane |
Yeah, no. This doesn't actually address the issue, especially since it's expected that everyone is going to have a +5 weapon at the end of the game.
Even when everyone has a +5 weapon, though, the Magus has those free upgrades to gain special abilities, so he's still got a significant advantage. The difference is that it shifts away from to-hit and damage bonuses and towards those other abilities.
To those who don't want to use the Arcane Weapon bonus to gain extra enhancement bonuses, you don't have to. You're still free to apply it to whatever else. By moving it to level 1, though, you have the choice to keep your to-hit bonuses reasonably even with the full BAB classes.
As an aside, Enchanter Tom, I've seen the threads you start. I'd like to keep things polite and civil here. With that in mind, what would you propose as an alternative? I've seen plenty of dissension coming from you on the Magus playtest forums, but not much in the way of reasonable and well thought out solutions to the problems you perceive.
Electric Monk RPG Superstar 2013 Top 32 |
As an aside, Enchanter Tom,... what would you propose as an alternative? I've seen plenty of dissension coming from you on the Magus playtest forums, but not much in the way of reasonable and well thought out solutions to the problems you perceive.
+1 - something,.. anything constructive would be nice once in a while.
On topic:
I also like the flavour of Arcane Weapon working from lvl 1. I'm more into flavour than mechanics but the mechanics of your suggestion works well too! Good thinking wOnk.
Caineach |
A reasonable suggestion, but it assumes that a magus will only use arcane weapon for enhancement bonuses.
Personally, I'd rather see a version of spell combat that actually works on low levels. But that's just me.
(Also, spellstrike is totally awesome at 1st level if the magus gets a 0-level touch spell.)
Not really. At low levels, he can't pick up dancing or vorpal anyway, so he is left with flame, frost, shock, and their bursts. Burst isn't really worth it unless you have nothing else better to do, and 3.5 damage is ~= to +1 hit and +1 damage. Look at power attack, where you are trading 1 hit for 2 damage, which is a worse ratio, but is multiplied on a crit. This gives you the choice to power attack for the day or not.
voska66 |
Yeah, no. This doesn't actually address the issue, especially since it's expected that everyone is going to have a +5 weapon at the end of the game.
It does solve half the issues. The magus from the playing I've done show the magus as weak at the beginning and the end. This solves the weak at the beginning part. Magic Arcana can fix the higher levels of play. Such as the Arcane Accuracy, change that one to last for the combat and it can't be stacked. So if you want to burn 6th level spell slot for +6 it last for the duration of combat. This can be done by saying it last 1 round per Caster Level. Then just add combat casting as free feat and things are good to go.
Urizen |
As an aside, Enchanter Tom, I've seen the threads you start. I'd like to keep things polite and civil here. With that in mind, what would you propose as an alternative? I've seen plenty of dissension coming from you on the Magus playtest forums, but not much in the way of reasonable and well thought out solutions to the problems you perceive.
Personally, I think the poster's prime modus operandi is to criticize everything without adding anything positive to the conversation. Reviewing the recent posts from the profile reveals as much one would suspect than to inquire from an oracle. ;-)
meatrace |
I like it, though I still want spell combat and spellstrike at low levels, just for options sake.
I think the solution is this: When you use spell combat you get a -2 to your MH weapon attack (not as crippling as -4) and your spell is cast at -2 caster level. You're not forced into a weird superfluous check (you don't provoke, but are forced to cast defensively) but can instead choose not to cast defensively if you choose. Your CL penalty would affect your concentration check, but it still makes combat casting desirable. You wouldn't be able to cast any spells with this maneuver until level 3, since your CL for it would be 0 or less. So you can't use spell combat with spells until 2 levels after you learn them; it takes you a little while to master the spells in order to cast them with one hand/while attacking.
Mok |
I like it, it solves the current dipping problem. Both mathematically in terms of BAB, but also giving a real incentive to dip in from other classes to add a bit of pizzaz to the character. A rogue could dip in, get some backstabracadabra goodness, and then jump back out to do more rogue stuff, all while not mucking up his to hit bonus. A monk could jump in, juice up his fists, and then go back out to do more monky stuff.
It also just thematically fits. He's the Magus, the stabracadabra dude right from the start.
I also like how if you stick with Magus, at 4th level you could be picking up your +1 sword from adventuring and have it imbued with flaming. That would give the extra punch that the Magus needs compared to other martial classes, but it also helps differentiate the Magus more from other classes, being able to have the fancy magic effects several levels earlier than other classes.
Roman |
Although I don't oppose the idea, I don't see how it really solves anything. It seems to be a pretty minor change, that shifts the timing of acquiring each bonus a bit, but the Magus does not really fall behind in power until the higher levels anyway, when the bonus progression will pretty much get back into sync.
I think a better approach would be to give the Magus appropriate spells/buffs to deal with his issues. That would also fit in spirit with the class. We can let ourselves be inspired by the Clerical buffs that make him (possibly) better than a fighter at combat when prepared: Divine Favor, Divine Power and Divine/Righteous Might. Converting to arcane versions: Arcane Favor, Arcane Power and Arcane Might might be a bit too overpowered, but they can at least serve as inspirations.
Heck, why not have BAB raising spells?
Example:
Lesser Arcane Warrior: Raises BAB of the caster by 1 point for 1 round per level. (Could be a 1st level spell.)
Arcane Warrior: Raises BAB of the caster by 2 points for 1 round per level. (Could be a 2nd level spell.)
Greater Arcane Warrior: Raises BAB of the caster by 3 points for 1 round per level. (Could be a 3rd level spell.)
These spells would not stack, but would provide everything that a higher BAB provides while they last - including extra iterative attacks if applicable.
Alternatively we could have Arcane Warrior I to Arcane Warrior V with corresponding BAB increases, but that might be too strong, since the class might then outshine the fighter at higher levels.
Ardenup |
Big +1 to the early arcane weapon idea.
Using it from level one (for pure enhancement bonuses) basically makes him a full BAB class. Warrior though since fighter's get weapon training, pallies smite, ranger's FE. They already get full BAB but have a class feature that brings them above it.
While their to hit would be less than a full BAB PC class they shouldn't have trouble hitting. Making spellstrike at later levels helps too since they are more likely to make the check (they attack penalty needs to be reduced though)
Once +5 weapons are avail I'd just shift the enhancement to somthing else. I'd REALLY (times a million) like to see bane added to the list. Makes up for having to fight one handed all the time.
I think a better approach would be to give the Magus appropriate spells/buffs to deal with his issues. That would also fit in spirit with the class. We can let ourselves be inspired by the Clerical buffs that make him (possibly) better than a fighter at combat when prepared: Divine Favor, Divine Power and Divine/Righteous Might. Converting to arcane versions: Arcane Favor, Arcane Power and Arcane Might might be a bit too overpowered, but they can at least serve as inspirations.Heck, why not have BAB raising spells?
Example:
Lesser Arcane Warrior: Raises BAB of the caster by 1 point for 1 round per level. (Could be a 1st level spell.)
Arcane Warrior: Raises BAB of the caster by 2 points for 1 round per level. (Could be a 2nd level spell.)
Greater Arcane Warrior: Raises BAB of the caster by 3 points for 1 round per level. (Could be a 3rd level spell.)These spells would not stack, but would provide everything that a higher BAB provides while they last - including extra iterative attacks if applicable.
Alternatively we could have Arcane Warrior I to Arcane Warrior V with corresponding BAB increases, but that might be too strong, since the class might then outshine the fighter at higher levels.
These I don't agree with. I'd like to see Good Hope on his list but that's it. Magus should be getting big enough damage bonuses from spellstrike and spell combat to make up for less BAB.
Some of the better transmutation spells would be good. Giantfomrm 1 and 2 as early entry. Maybe bite of the wererat, werewolf, weretiger, wereboar, werebear from spell compendium would be awesome.
w0nkothesane |
Although I don't oppose the idea, I don't see how it really solves anything. It seems to be a pretty minor change, that shifts the timing of acquiring each bonus a bit, but the Magus does not really fall behind in power until the higher levels anyway, when the bonus progression will pretty much get back into sync.
To this end, I don't in any way claim that my proposition will solve the Magus' late level problems, it just helps the early level ones. Any late game problems that may or may not exist will need to be solved some other way.
I don't have a ton of experience with late-game PF so I'm bowing out of that conversion. I'll post if I have any ideas, but honestly most of my games take place in the low to mid levels, rarely getting past the middle teens.
I think a better approach would be to give the Magus appropriate spells/buffs to deal with his issues. That would also fit in spirit with the class. We can let ourselves be inspired by the Clerical buffs that make him (possibly) better than a fighter at combat when prepared: Divine Favor, Divine Power and Divine/Righteous Might. Converting to arcane versions: Arcane Favor, Arcane Power and Arcane Might might be a bit too overpowered, but they can at least serve as inspirations.
Heck, why not have BAB raising spells?
Example:
Lesser Arcane Warrior: Raises BAB of the caster by 1 point for 1 round per level. (Could be a 1st level spell.)
Arcane Warrior: Raises BAB of the caster by 2 points for 1 round per level. (Could be a 2nd level spell.)
Greater Arcane Warrior: Raises BAB of the caster by 3 points for 1 round per level. (Could be a 3rd level spell.)These spells would not stack, but would provide everything that a higher BAB provides while they last - including extra iterative attacks if applicable.
Alternatively we could have Arcane Warrior I to Arcane Warrior V with corresponding BAB increases, but that might be too strong, since the class might then outshine the fighter at higher levels.
I'm not sure what the purpose of the BAB increasing spells would be. Other than extra attacks (which usually miss late game) I though the main desire for full BAB was for stuff like feat qualifications and to have better hit chance ALL the time. Otherwise there are plenty of arcane spells out there that can buff your chance to hit and/or decrease your enemy's AC. Am I missing something?
wraithstrike |
Quote:what would you propose as an alternative?FULL BAB OR BUST BABY
Would the requirement/non-requirement for Full BAB depend on what else the class offers to boost it's fighting abilities rather than just applying Full BAB and hoping the designers don't make up for it by removing something else?
The Barbarian gets rage, the fighter gets weapon training and so on. Full BAB alone probably won't get the job done.Mok |
Monte Cook's Mageblade from Arcana Evolved has the Arcane Weapon special ability with lvl 1, and it levels up every 4 levels.
Maybe they just didn't want to copy it completely.
Fortunately, that is open content, so it wouldn't really be much of an issue.
Also, the "athame" power of the Mage Blade does diverge in many other ways, providing sentience to the weapon, day long ritual to create it, etc. The Arcane Weapon description is much more meat and potatoes mechanics.
Mistah Green |
Enchanter Tom wrote:Quote:what would you propose as an alternative?FULL BAB OR BUST BABYWould the requirement/non-requirement for Full BAB depend on what else the class offers to boost it's fighting abilities rather than just applying Full BAB and hoping the designers don't make up for it by removing something else?
The Barbarian gets rage, the fighter gets weapon training and so on. Full BAB alone probably won't get the job done.
Abilities have a price. Better abilities have a higher price, while weaker ones are less expensive. This price comes into play when determining how much 'stuff' a class should get.
Nearly every balance problem that has ever existed came about because the value of an ability was misjudged. Either the ability was deemed much stronger than it actually is and anyone who has it suffers for it, or the ability was deemed much weaker than it actually is and anyone who has it gets a huge boost.
The easiest way to gauge the value of an ability is to determine what it does. This means both direct effects and indirect ones.
Direct effects of full BAB, as opposed to 3/4th BAB:
+1 to hit per point of BAB.
1 extra attack at a large penalty.
A -15 to hit attack isn't going to hit anything. Value = near zero.
To hit bonuses are useful, but very common. Value = low.
So what does full BAB do indirectly? It lets you qualify for feats with BAB requirements of 16 or higher. As such its value is directly proportional to the value of those feats. Since there aren't any good ones, this ability does not help much either. Value = near zero.
Conclusion: Full BAB is a very weak ability, barely worth anything.
The problem is the general mindset around here is the same mindset that led to the many shortcomings of 3.5 non casters. Full BAB is erroneously believed to be a very important class feature.
As long as that misconception exists, giving them full BAB would actually make them worse off as they'd gain some very minor ability, and then lose something major to compensate.
If that misconception is fixed, then giving them full BAB isn't a big deal. It also isn't that helpful, so they will need other abilities. After all they're combining the worst type of melee (one handed weapons) with the worst type of magic (evocation). Two weak abilities don't make a strong one. Even when you can use them together.
If this causes them to 'outshine the Fighter' that might have something to do with the fact Fighters are weighed down by the false belief full BAB matters as well. And that Fighters don't offer much, making outclassing them easy to do.
Alexander Kilcoyne |
BAB also-
-Directly contributes to both your CMB and CMD, which are 5 points different over 20 levels.
-Gives you much earlier access to critical melee feats such as power attack.
-Determines how much damage you deal with power attack, and how much AC you gain via combat expertise.
-Even if the final 4th attack from high BAB is considered by you as worth almost nothing, earlier access to the second attack at -5 is significant.
I'm not taking a side here, just wanted to point that out. As for outclassing a fighter, if we're talking raw damage potential please go see the DPR thread...
Mistah Green |
BAB also-
-Directly contributes to both your CMB and CMD, which are 5 points different over 20 levels.
The result of attempting a maneuver is that you will not succeed at it. The results of a maneuver being attempted on you range from the maneuver fails and the enemy wastes a turn, to the enemy would easily succeed regardless depending on who it is and what they are doing.
-Gives you much earlier access to critical melee feats such as power attack.
-Determines how much damage you deal with power attack, and how much AC you gain via combat expertise.
This would be important if it did not come with PA being nerfed into non viability. But since it has, the result is that you will not do enough damage either way. You will also still be hit by enemy attacks, so there is no point in using CE at all.
-Even if the final 4th attack from high BAB is considered by you as worth almost nothing, earlier access to the second attack at -5 is significant.
So at level 6 and 7, you get an extra swing at -5, if the enemy is nice enough to stand still and let you full attack them. The only things that will let you full attack them are the ones who are intent on full attacking you. Monsters are statistically superior to PC melees at any given level.
This would be a factor with Pounce and Power Attack, but PA has been nerfed, and as far as I know there is no way to get Pounce on a melee using only PF content.
As it is, full attacks are fundamentally flawed, and anyone who is forced to rely on them suffers from it unless they can somehow circumvent the limitations. Pounce lets them move and full attack in the same round, so that is one way to do it.
I'm not taking a side here, just wanted to point that out. As for outclassing a fighter, if we're talking raw damage potential please go see the DPR thread...
I did. The Fighter did not make a good showing. No one really did make a good showing, but the Fighter was particularly bad. Only about 50 or 60 damage a round at level 10.
Alexander Kilcoyne |
So what i've learnt today is that combat maneuvers are worthless to everyone and power attack is nerfzored so not worth using. Oh, and boosting my AC is pointless, i'm going to be hit anyway, may as well take off my armour too... LOL.
As for the full-attack argument, I could just as easily point out Deadly Aim and an archer build, no full attack problems there generally and Deadly Aim still works off BAB.
There are countless ways to get a full attack off, and with the higher CMD from a higher BAB its harder for an enemy monster to make his standard attack then acrobatics away- thus two attacks a round is likely even if the level 6 high BAB meleer can't get a full attack off.
Your advocating your own argument here- you undervalue BAB and its various benefits- at least thats MY opinion :). But then again, the majority of optimal melee build includes Power Attack and the majority of all optimal ranged builds include Deadly Aim.
CezarJ |
CezarJ wrote:Monte Cook's Mageblade from Arcana Evolved has the Arcane Weapon special ability with lvl 1, and it levels up every 4 levels.
Maybe they just didn't want to copy it completely.
Fortunately, that is open content, so it wouldn't really be much of an issue.
Also, the "athame" power of the Mage Blade does diverge in many other ways, providing sentience to the weapon, day long ritual to create it, etc. The Arcane Weapon description is much more meat and potatoes mechanics.
Yes, fortunately it is. But I can undersstand that from a creative point of view, you don't want to copy an ability, but try to do it your own way.
Anyway, it's not so important. :)
Mistah Green |
So what i've learnt today is that combat maneuvers are worthless to everyone and power attack is nerfzored so not worth using. Oh, and boosting my AC is pointless, i'm going to be hit anyway, may as well take off my armour too... LOL.
As for the full-attack argument, I could just as easily point out Deadly Aim and an archer build, no full attack problems there generally and Deadly Aim still works off BAB.
There are countless ways to get a full attack off, and with the higher CMD from a higher BAB its harder for an enemy monster to make his standard attack then acrobatics away- thus two attacks a round is likely even if the level 6 high BAB meleer can't get a full attack off.
Your advocating your own argument here- you undervalue BAB and its various benefits- at least thats MY opinion :). But then again, the majority of optimal melee build includes Power Attack and the majority of all optimal ranged builds include Deadly Aim.
Such hostility.
As for archers, I didn't even mention those because they suffer from every single melee problem except one, and also have their own list of problems. Archers have been dead in the water since 3rd edition.
Yes, every melee build needs Power Attack. But since it doesn't do nearly as much anymore it doesn't make enough of a difference to make those classes contribute.
Nor does the same nerfed Power Attack salvage archers. Which is all Deadly Aim is.
Caineach |
Alexander Kilcoyne wrote:So what i've learnt today is that combat maneuvers are worthless to everyone and power attack is nerfzored so not worth using. Oh, and boosting my AC is pointless, i'm going to be hit anyway, may as well take off my armour too... LOL.
As for the full-attack argument, I could just as easily point out Deadly Aim and an archer build, no full attack problems there generally and Deadly Aim still works off BAB.
There are countless ways to get a full attack off, and with the higher CMD from a higher BAB its harder for an enemy monster to make his standard attack then acrobatics away- thus two attacks a round is likely even if the level 6 high BAB meleer can't get a full attack off.
Your advocating your own argument here- you undervalue BAB and its various benefits- at least thats MY opinion :). But then again, the majority of optimal melee build includes Power Attack and the majority of all optimal ranged builds include Deadly Aim.
Such hostility.
As for archers, I didn't even mention those because they suffer from every single melee problem except one, and also have their own list of problems. Archers have been dead in the water since 3rd edition.
Yes, every melee build needs Power Attack. But since it doesn't do nearly as much anymore it doesn't make enough of a difference to make those classes contribute.
Nor does the same nerfed Power Attack salvage archers. Which is all Deadly Aim is.
Mistah, have you even looked at the changes pathfinder has made to the game? You keep speaking as if you are certain of things, but I have not seen you say 1 true thing.
YuenglingDragon |
Such hostility.
As for archers, I didn't even mention those because they suffer from every single melee problem except one, and also have their own list of problems. Archers have been dead in the water since 3rd edition.
Yes, every melee build needs Power Attack. But since it doesn't do nearly as much anymore it doesn't make enough of a difference to make those classes contribute.
Nor does the same nerfed Power Attack salvage archers. Which is all Deadly Aim is.
You've been matching hostility with snideness for a while. Neither is very pretty.
Power attack is great, full BAB is useful. I have a Paladin with a pretty high Str but low Dex so CMD isn't as high as it could be but I still manage to not get snagged by the maneuvers that some enemy monsters are built for.
My Paladin has also dropped serious damage on full attacks when power attacking. When I hit more than once I ask if the base damage kills the enemy before bothering to roll dice. Dropping one to hit for three damage with a two hander is a great trade.
I am not arguing that melee characters are balanced with full casters. They are not. But your disdain for melee characters is, I believe, unfounded.
Fergie |
Mistah Green,
I recognize that you have some very strong beliefs about the game, but I would recommend taking a step back and asking yourself, "Do I know more about the game then the Paizo design team, and the vast majority of posters here, or is it possible that there are other opinions that could be as valid (or GASP, more valid) as my own?"
I think you will find that many people have good ideas and good concepts of game balance. You will probably also find that "fudging" isn't related to the issues you think it is, and that being dismissive towards people won't make your opinions seem more valid to anyone.
Anyway, as has been said before by the design and development folks (who know a thing or two), this is a class for the Ultimate MAGIC book. The idea is to create a class that uses spells and similar abilities to boost their abilities, not base fighting power. It is also not intended to make any other classes obsolete - even Eldritch knights. If you put yourself in the position of a designer, and try to balance a new class it will be more constructive then making sweeping statements about how whole parts of the game are unplayable.
Mistah Green |
1 person marked this as a favorite. |
Mistah Green,
I recognize that you have some very strong beliefs about the game, but I would recommend taking a step back and asking yourself, "Do I know more about the game then the Paizo design team, and the vast majority of posters here, or is it possible that there are other opinions that could be as valid (or GASP, more valid) as my own?"
Most of the users here are making obviously false claims such as 'full BAB is useful' and 'PA is still good after the nerf'. Even after a point by point demonstration of why this is not so. So yes, I can say with confidence I am more knowledgeable than most of the community here. Keyword: Most.
Further, mathematics is not an opinion, and if you believe it is I recommend you stop responding to anything I say as any discussion with such a person is impossible.
I think you will find that many people have good ideas and good concepts of game balance. You will probably also find that "fudging" isn't related to the issues you think it is, and that being dismissive towards people won't make your opinions seem more valid to anyone.
There are some people here with good heads in their shoulders when it comes to design ideas. There are others who are not trying. And there are still others who are off in left field.
Yes, if you need x rounds to kill something, and it needs less than that to kill you either you die, or the dice get fudged. This is not an FPS where discrepancies in player skill can cover for discrepancies in statistics. Math is not subjective.
Anyway, as has been said before by the design and development folks (who know a thing or two), this is a class for the Ultimate MAGIC book. The idea is to create a class that uses spells and similar abilities to boost their abilities, not base fighting power. It is also not intended to make any other classes obsolete - even Eldritch knights. If you put yourself in the position of a designer, and try to balance a new class it will be more constructive then making sweeping statements about how whole parts of the game are unplayable.
If they are limited to 'cannot be better than existing non viable classes' then the entire project is a non starter as anything new will also be a non viable class. So yes, discussing fixing the existing work is very much pertinent. If they don't, then none of the new stuff will work either. Alternately the new stuff will work because it's better, and people will complain that it made the old stuff obsolete when in actuality the old stuff already was obsolete. There were just no alternatives.
I'm not even going to bother asking YD what qualifies as 'great' damage as it is obvious from his earlier comments that the term is misplaced. I will say this though. My disdain for melee characters as you put it would be more accurately described as disdain for nonviable classes. For various reasons, non spellcasters get the shaft in 3rd, 3.5, and PF alike. For those same reasons the standards for melee classes are set much higher than what they can reasonably achieve which is why CharOp quality builds are required just to make them playable.
The only thing PF has changed about this is that those CharOp quality builds do not work. And what happens when you tamper with the only effective tactic? You don't have any effective tactics.
Now you can ask what those reasons are and ask for elaboration and whatever else you like. And it will be at least tangentially on topic as every melee flaw extends to the Magus class.
But in order for this discussion to even begin you must accept that mathematics is not an opinion. If you cannot do this there is nothing to discuss with you.
Do you accept that mathematics is a science founded in facts?