General Discussion: Kineticist


Rules Discussion

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Artanthos wrote:
The class does have a few issues, low skills, low utility, low damage, but the core mechanics are sound.

Sooo, it can't do anything but the mechanics are sound... What?


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Shiroi wrote:


Mark has mentioned the reason the feat has harsher than normal level restrictions is because he doesn't want to let people get ahold of more of the high level talents than they should have, because everyone will want all of them at once. I mean, look how awesome Reverse Shift has the potential to be? Do you want to give that away for a single feat?

Spell Sunder is pretty rad too. Ditto a lot of Alchemist Discoveries. Like, iunno, Eternal Potion. BRB having Displacement up all day every day.

I can get both for a Feat.

Nothing this class can do is really so stellar that it warrants this restriction.


I dunno after playing with it a lot. I don't really feel like i'm losing way too much with light burn. Granted i'm assuiming there will likely end up being an item that adds enhancment bonuses-(I secretly hope they will release that item specific weapon magic that helps vs resistance, or SR as well).

Burn isn't perfect but it's something I don't mind dealing/working with. I am assuming there will be tweaks of course, given comments by Mark and such. So really no real way for me to guess how it'll end up

But Once the powers up to snuff on basic non-burn attacks this class might be one I always try to play; especially aetherist (assuming GM who works with me concerning what I can do with Tk haul stuff). I do quite want the power to be high enough that I can actually suffice with one hit per round though--as I plan to rarely if ever end up in blade range.

FTB is a bit painful but I don't mind it when I think about how it's pretty similar to as if I had dex to hit and damage and had put points in dex instead. every +1 con = 1 burn, and every 1 burn = 1 to hit and damage (possibly more from what I hear?).
so in the end putting it in con instead of dex basically ends up being : +1 in fort, and +1 more burn in exchange for Dex's +1 AC and +1 reflex save. Granted once you end up past FTB's maximum bonuses it rapidly sucks

When I look at it like that I don't feel as bad actually. .It's not much different than any other ranged glass cannon; except yo ucan make yourself glassier for a big blast.

I do hope the damage goes up, and maybe either small about of free burn, and being allowed to burn yourself down to coma (if this is allowed then maybe let FTB gain more once you've burned yourself by more than half your con worth) though...
(though I still like burning con directly but then you lose the fort save portion as well. So you would need a bit more in exchange for it)

I've always always loved the "limit break" like aspect of this... It would be cool if once a day you could do some special attack that scales with how much burn you have. like the super finisher..
if the class ends up putting the 2nd and 3rd elements back in instead of a wyld talent then you could make a few things like that, that require it for the big blast.
Sorta like how Vegeta nuked Buu (except not killing us.)
sorta scaling damage resulting from how much burn we have, once a day

Scarab Sages

Lemmy wrote:
Artanthos wrote:
If a class is not suited to your playstyle, don't play it. There are quite a few classes I disagree with and won't play.
Then why don't you stop replying to this thread and be content with whatever comes out? After all, you don't have to play the class...

Try including the second half of my statement, where I pointed out issues with the class I do feel need to be addressed.

Scarab Sages

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Milo v3 wrote:
Artanthos wrote:
The class does have a few issues, low skills, low utility, low damage, but the core mechanics are sound.
Sooo, it can't do anything but the mechanics are sound... What?

Numerical values are a separate issue from mechanics. Mechanically the class works as intended. Values need to be adjusted and utility powers need to be separated from combat powers, but those are minor changes and won't affect how the feels or functions.


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Artanthos wrote:
Lemmy wrote:
Artanthos wrote:
I don't have a problem with Burn. I get far more out of it than what it costs me.
Well... I do have a problem with Burn and it cost me more than it's worth.

You are free to not use Burn.

Those of use who enjoy the benefits offered feel the reward is worth the cost, and will have much stronger characters for taking advantage of the Burn mechanics as they currently exist.

Very egotistical of you to speak as if the way you play is the "One True Method" and everyone else who does it is wrong.

In your opinion you feel that Burn is worth the benefit. In my opinion, and many others based off the posts I've been reading in the playtest, it does not.

That's not to say my opinion is correct, nor is yours. This may be confirmation bias speaking here, but, from what I've seen, I would say most people do not feel the return rate of spending burn is worth the cost.

You also seem to be focusing on the cost of burn in the most optimal useage of the Burn ability.

Not every player is going to be a geokinetic, or a hydrokinetic, or use Kinetic Form. Not every person is going to want to be forced to play as an elemental in order to be fully functional as a character.

Geokinetics, Hydrokinetics and Kinetic Form have the most optimal return rate on accruing Burn, this is true. But what about everyone else? Aerokinetics and Pyrokinetics both Kinetic Form, but all of their other abilities are rather lackluster when it comes to taking burn damage. Aetherkinetics don't get Kinetic Form, but their Force Ward is pretty decent for the first 2 points of burn, but after that it's really not worth it.

Fact of the matter is, outside a handful of abilities, most of the return rates on burn is not worth the cost. However, this can be fairly easily tweaked in the finished product.

==========================

I like the Burn mechanic, but I think it needs tweaking to make it more worth the cost. If the majority of people don't want to use Burn because they feel it's not worth the cost, outside of a single optimal path, then it needs to be fixed.

The class is not designed only for those who can optimize it, it's designed for everyone to make use of it.


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Zwordsman wrote:


(though I still like burning con directly but then you lose the fort save portion as well. So you would need a bit more in exchange for it)

A lot of people have suggested having it hit con directly... My problem with that is, apart from the saves going down in addition to HP, you also see attacks that deal Con Damage having a greater likelyhood of killing you outright, and you add Con to your DMG. It would be somewhat annoying to have to keep dropping your damage calculations every time you took burn.

Scarab Sages

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Tels wrote:


Very egotistical of you to speak as if the way you play is the "One True Method" and everyone else who does it is wrong.

In your opinion you feel that Burn is worth the benefit. In my opinion, and many others based off the posts I've been reading in the playtest, it does not.

That's not to say my opinion is correct, nor is yours. This may be confirmation bias speaking here, but, from what I've seen, I would say most people do not feel the return rate of spending burn is worth the cost.

The benefits of burn can and have been broken down as straight numbers. Not opinion; fact.

Quote:

You also seem to be focusing on the cost of burn in the most optimal useage of the Burn ability.

Not every player is going to be a geokinetic, or a hydrokinetic, or use Kinetic Form. Not every person is going to want to be forced to play as an elemental in order to be fully functional as a character.

Geokinetics, Hydrokinetics and Kinetic Form have the most optimal return rate on accruing Burn, this is true. But what about everyone else? Aerokinetics and Pyrokinetics both Kinetic Form, but all of their other abilities are rather lackluster when it comes to taking burn damage. Aetherkinetics don't get Kinetic Form, but their Force Ward is pretty decent for the first 2 points of burn, but after that it's really not worth it.

Not everyone will use class abilities in the most optimal manner, and that is your choice.

However, nobody is going to be sympathetic when an unoptimized character performs at far below the classes potential. Instead, they will point out what you did wrong and encourage you to build a more effective character.

Right now, the optimized and effective kineticist maximizes his FtB every morning on defensive powers, he grabs Kinetic Form at level 10 and uses it with 2 points of burn religiously, and he avoids taking additional burn unless absolutely necessary.

Kinetic form is available to every except the character who goes dual Aetherkinetic. The ability requirements are simply that you are 10th level and have access to the elements. The same with expanded defense: my Aerokinetic puts Burn into Shroud of Water.

Quote:
Fact of the matter is, outside a handful of abilities, most of the return rates on burn is not worth the cost. However, this can be fairly easily tweaked in the finished product.

Read any optimization guide. This is true of every class. Some abilities and choices are always better than others.

Designer

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Taps the mic for moderator voice

Guys let's please cool down here a little bit. Each person is entitled to his or her own opinion.


Artanthos wrote:
Tels wrote:
Artanthos wrote:
Lemmy wrote:
Artanthos wrote:
I don't have a problem with Burn. I get far more out of it than what it costs me.
Well... I do have a problem with Burn and it cost me more than it's worth.

You are free to not use Burn.

Those of use who enjoy the benefits offered feel the reward is worth the cost, and will have much stronger characters for taking advantage of the Burn mechanics as they currently exist.

Very egotistical of you to speak as if the way you play is the "One True Method" and everyone else who does it is wrong.

In your opinion you feel that Burn is worth the benefit. In my opinion, and many others based off the posts I've been reading in the playtest, it does not.

That's not to say my opinion is correct, nor is yours. This may be confirmation bias speaking here, but, from what I've seen, I would say most people do not feel the return rate of spending burn is worth the cost.

You also seem to be focusing on the cost of burn in the most optimal useage of the Burn ability.

Not every player is going to be a geokinetic, or a hydrokinetic, or use Kinetic Form. Not every person is going to want to be forced to play as an elemental in order to be fully functional as a character.

Geokinetics, Hydrokinetics and Kinetic Form have the most optimal return rate on accruing Burn, this is true. But what about everyone else? Aerokinetics and Pyrokinetics both Kinetic Form, but all of their other abilities are rather lackluster when it comes to taking burn damage. Aetherkinetics don't get Kinetic Form, but their Force Ward is pretty decent for the first 2 points of burn, but after that it's really not worth it.

Fact of the matter is, outside a handful of abilities, most of the return rates on burn is not worth the cost. However, this can be fairly easily tweaked in the finished product.

==========================

I like the Burn mechanic, but I think it needs tweaking to make it more worth the cost. If the

...

No, you demonstrated which ones work in the most optimal fashion. Try stress testing all of the options and you'll see that a great many of the options currently in the playtest are not worth the cost of the burn they inflict.


I agree with Tels.

Artanthos: You have numbers if you take the 'one true path'. You stray off that path even slightly and those numbers don't look so good.


Would a pyro's burn cause them to take a circumstance penalty to stealth checks?


Shiroi wrote:
Zwordsman wrote:


(though I still like burning con directly but then you lose the fort save portion as well. So you would need a bit more in exchange for it)
A lot of people have suggested having it hit con directly... My problem with that is, apart from the saves going down in addition to HP, you also see attacks that deal Con Damage having a greater likelyhood of killing you outright, and you add Con to your DMG. It would be somewhat annoying to have to keep dropping your damage calculations every time you took burn.

Yeah it's quite hazardous there. the calcuation changes would be painful.

It'd be too weird if you specified that the dropping con only modified total HP stuff. Just too many small notations reuqired, which is probalby why they ended up going with non lethal stuff. Granted I hate having keeping track of two sepreate nonlethal amounts while keeping their total in mind with my total HP, and the current lethal damage i have.
but I think non lethal damage comes up an unusually often amount of times in my games.

Scarab Sages

graystone wrote:

I agree with Tels.

Artanthos: You have numbers if you take the 'one true path'. You stray off that path even slightly and those numbers don't look so good.

I will point out: reading any optimization guide for any class, you find the exact same thing. There are always a limited number of "best" builds. So far I have posted two builds taking differing paths save for a few choices.

Shadow Lodge

i probally missed this but after re reading FTB im unsure how it works, do i A) use feel the burn and take a burn point, or B) can i just use a talent that uses a burn and feel the burn auto activates? lol having a bit of trouble understanding it is all lol


Raphael Valen wrote:
i probally missed this but after re reading FTB im unsure how it works, do i A) use feel the burn and take a burn point, or B) can i just use a talent that uses a burn and feel the burn auto activates? lol having a bit of trouble understanding it is all lol

You can use anything to gain "burn points" .

Feel the Burn only requires you to have burn. It also activates as soon as yo utake burn.

So popular ways to gain;

In the morning you activate your defense and use the burn option on that a few times so you have defense and FTB.
secondly is blasting in the first fight you start. FTB activates as soon as you accept burn, so it would apply to the attack you rdoing. (i.e. round one you use extreme range, and metakinesis for a total of 3 burn. that would activate FTB to 3. Assuming you were of the level needed of course)

Scarab Sages

Feel the Burn is used whenever you gather energy and gives a bonus on to-hit and damage equal to the total burn points you have taken for the day up to your current limit (+1 per 3 levels).


Artanthos wrote:
graystone wrote:

I agree with Tels.

Artanthos: You have numbers if you take the 'one true path'. You stray off that path even slightly and those numbers don't look so good.

I will point out: reading any optimization guide for any class, you find the exact same thing. There are always a limited number of "best" builds.

There is a difference. Im not trying to optimize, Im trying to make a viable character. You're lookin at the optimization guide, folowing the 1 pattern, and sayin the class if fine. that's great if you WANT that one build, but I'd like another one and your 'numbers' don't cover those.

You're saying the 'best' build numbers are fine while I'm saying th 'normal' build isn't.

Designer

Artanthos wrote:
graystone wrote:

I agree with Tels.

Artanthos: You have numbers if you take the 'one true path'. You stray off that path even slightly and those numbers don't look so good.

I will point out: reading any optimization guide for any class, you find the exact same thing. There are always a limited number of "best" builds.

I wish it wasn't the case. However I have seen people claim that testing with a barbarian with a totem other than beast or without superstition doesn't count as testing.

I've even seen someone tell me in a new class thread that the posted build of a particular heavily optimized toothy half-orc beast totem superstition barbarian who was the MVP of a campaign I played in was an attempt to intentionally create a terrible barbarian just to make the proposed class in question at the time, which was overpowered, look overpowered in comparison.

Shadow Lodge

Zwordsman wrote:
Raphael Valen wrote:
i probally missed this but after re reading FTB im unsure how it works, do i A) use feel the burn and take a burn point, or B) can i just use a talent that uses a burn and feel the burn auto activates? lol having a bit of trouble understanding it is all lol

You can use anything to gain "burn points" .

Feel the Burn only requires you to have burn. It also activates as soon as yo utake burn.

So popular ways to gain;

In the morning you activate your defense and use the burn option on that a few times so you have defense and FTB.
secondly is blasting in the first fight you start. FTB activates as soon as you accept burn, so it would apply to the attack you rdoing. (i.e. round one you use extreme range, and metakinesis for a total of 3 burn. that would activate FTB to 3. Assuming you were of the level needed of course)

ahh thank you Zword ^^ that makes FTB so much better compared to having to activate as a seprate thing lol


Zwordsman wrote:
Shiroi wrote:
Zwordsman wrote:


(though I still like burning con directly but then you lose the fort save portion as well. So you would need a bit more in exchange for it)
A lot of people have suggested having it hit con directly... My problem with that is, apart from the saves going down in addition to HP, you also see attacks that deal Con Damage having a greater likelyhood of killing you outright, and you add Con to your DMG. It would be somewhat annoying to have to keep dropping your damage calculations every time you took burn.

Yeah it's quite hazardous there. the calcuation changes would be painful.

It'd be too weird if you specified that the dropping con only modified total HP stuff. Just too many small notations reuqired, which is probalby why they ended up going with non lethal stuff. Granted I hate having keeping track of two sepreate nonlethal amounts while keeping their total in mind with my total HP, and the current lethal damage i have.
but I think non lethal damage comes up an unusually often amount of times in my games.

Try writing out a sliding scale of your burn. A $5 whiteboard with a dry erase and a permanent marker. You note your Burn totals horizontally across the top, at 1 burn I have 6 DMG, at 2 burn I have 12... And write that pattern across the top of the board.

6 12 18 24 30 ...

Now you can keep track of your current "normal" nonlethal underneath that in dry erase, and easily adjust your normal nonlethal with an erase and rewrite, and when you burn yourself you just move over a column or two. Most of my games rarely see nonlethal pop up outside of a few rare circumstances (an epic barfight springs to mind) so they don't have that problem as bad. But in your case, a simple fix solves it easily enough. You can even have your total normal HP at the bottom of the board, with a spot to mark your total nonlethal taken, and be able to easily subtract to show your "pass out" threshold.

Scarab Sages

Mark Seifter wrote:
Artanthos wrote:
graystone wrote:

I agree with Tels.

Artanthos: You have numbers if you take the 'one true path'. You stray off that path even slightly and those numbers don't look so good.

I will point out: reading any optimization guide for any class, you find the exact same thing. There are always a limited number of "best" builds.

I wish it wasn't the case. However I have seen people claim that testing with a barbarian with a totem other than beast or without superstition doesn't count as testing.

I've even seen someone tell me in a new class thread that the posted build of a particular heavily optimized toothy half-orc beast totem superstition barbarian who was the MVP of a campaign I played in was an attempt to intentionally create a terrible barbarian just to make the proposed class in question at the time, which was overpowered, look overpowered in comparison.

I agree on both points. I wish it was not this way, but failing to recognize the reality is usually an exercise in futility.

Not that all my characters are optimized, but arguing a non-optimized build on the forums always generates opposition even if the character is effective at his intended role.


Raphael Valen wrote:
Zwordsman wrote:
Raphael Valen wrote:
i probally missed this but after re reading FTB im unsure how it works, do i A) use feel the burn and take a burn point, or B) can i just use a talent that uses a burn and feel the burn auto activates? lol having a bit of trouble understanding it is all lol

You can use anything to gain "burn points" .

Feel the Burn only requires you to have burn. It also activates as soon as yo utake burn.

So popular ways to gain;

In the morning you activate your defense and use the burn option on that a few times so you have defense and FTB.
secondly is blasting in the first fight you start. FTB activates as soon as you accept burn, so it would apply to the attack you rdoing. (i.e. round one you use extreme range, and metakinesis for a total of 3 burn. that would activate FTB to 3. Assuming you were of the level needed of course)

ahh thank you Zword ^^ lol that makes FTB so much better compared to having to activate as a seprate thing lol

Off-topic, reading your posts makes me think you're sitting at your keyboard laughing like a hyena at every letter you type.

It's a bit distracting.


Tels wrote:

I like the Burn mechanic, but I think it needs tweaking to make it more worth the cost. If the majority of people don't want to use Burn because they feel it's not worth the cost, outside of a single optimal path, then it needs to be fixed.

The class is not designed only for those who can optimize it, it's designed for everyone to make use of it.

*begins slow chant for 1.5 accuracy per burn and 3 damage per burn*

My chant is cumbersome.

Grand Lodge

Actually, there are quite a number of classes that have more than one "optimized" build.


Artanthos wrote:
Mark Seifter wrote:
Artanthos wrote:
graystone wrote:

I agree with Tels.

Artanthos: You have numbers if you take the 'one true path'. You stray off that path even slightly and those numbers don't look so good.

I will point out: reading any optimization guide for any class, you find the exact same thing. There are always a limited number of "best" builds.

I wish it wasn't the case. However I have seen people claim that testing with a barbarian with a totem other than beast or without superstition doesn't count as testing.

I've even seen someone tell me in a new class thread that the posted build of a particular heavily optimized toothy half-orc beast totem superstition barbarian who was the MVP of a campaign I played in was an attempt to intentionally create a terrible barbarian just to make the proposed class in question at the time, which was overpowered, look overpowered in comparison.

I agree on both points. I wish it was not this way, but failing to recognize the reality is usually an exercise in futility.

Most classes do not have a binary "Best or suck" design.

Barbarians are indeed optimal with Beast Totem.

They don't automatically suck without it.

Same with most other classes.

Shadow Lodge

Rynjin wrote:
Raphael Valen wrote:
Zwordsman wrote:
Raphael Valen wrote:
i probally missed this but after re reading FTB im unsure how it works, do i A) use feel the burn and take a burn point, or B) can i just use a talent that uses a burn and feel the burn auto activates? lol having a bit of trouble understanding it is all lol

You can use anything to gain "burn points" .

Feel the Burn only requires you to have burn. It also activates as soon as yo utake burn.

So popular ways to gain;

In the morning you activate your defense and use the burn option on that a few times so you have defense and FTB.
secondly is blasting in the first fight you start. FTB activates as soon as you accept burn, so it would apply to the attack you rdoing. (i.e. round one you use extreme range, and metakinesis for a total of 3 burn. that would activate FTB to 3. Assuming you were of the level needed of course)

ahh thank you Zword ^^ lol that makes FTB so much better compared to having to activate as a seprate thing lol

Off-topic, reading your posts makes me think you're sitting at your keyboard laughing like a hyena at every letter you type.

It's a bit distracting.

who me or Zword? lol

Scarab Sages

blackbloodtroll wrote:

Actually, there are quite a number of classes that have more than one "optimized" build.

I have posted two for kineticist. Others have posted their own optimized builds that are different than what I came up with.

Grand Lodge

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I don't think criticizing others for not loving the class exactly as is helps.

In fact, it's rude, and destroys the point of the playtest.

Stop it.


Raphael Valen: No worries. I had to read that few times to be sure. At first I thought it was it's own activation, until my second read through.

Shiroi: Not a bad idea there.. I will likely make sepreate health bars for each level of burn I'm likely to have, since the total damage doesn't change I'll just have to watch out for other sources of nonlethal..


Artanthos wrote:
blackbloodtroll wrote:

Actually, there are quite a number of classes that have more than one "optimized" build.

I have posted two for kineticist. Others have posted their own optimized builds that are different than what I came up with.

LOl I'll discount the melee one as it's not really a kineticist build but fighter/kineticist multiclass build. So we're back to the 'one' way to make a single class kineticist.

Rynjin posted how I feel. There should be a multitude of ways to make a competent character of a class. Not what we have here.


Artanthos wrote:
Feel the Burn is used whenever you gather energy and gives a bonus on to-hit and damage equal to the total burn points you have taken for the day up to your current limit (+1 per 3 levels).

I'm not sure what you're referring to when you say it's used whenever you gather energy. It's whenever you accept burn. In fact...

Mark? A clarification please, looking at FtB again, is that intended to activate on all abilities you use, even if such abilities do not incur a burn penalty (normal shot, within 30, no metakinesis, not composite, no form or substance infusion, straight up shooting my blast)?
Does it only affect ones which incur a burn penalty, even if said penalty is reduced to zero by your Specializations?
Does it require you to have at least 1 spare burn to use the move action to negate?
Is it only when you ACTUALLY do take burn damage from unnegated burn?

RAW the minor appearance effect kicks in "when you accept burn" and therefor the ability appears to as well, since there is no clear break in the description of when it happens. So the question becomes "What counts as accepting burn for the purposes of FtB applying to your attack".
Also, the flicker of elemental power could well give away a Pyro's location, so including "may" or "for a short time" would help a bit for stealth checks, so they don't walk around partially lit up all the time.
But especially if you then include "for a short time" which won't affect stealth much since you're making an attack, there should be some minor clarification on when precisely FtB applies. RAI I get the impression it's any time you use blast, all day, at all. But RAW leaves room to question it.

Designer

Once you accept the burn, you get those benefits for the rest of the day (or longer I guess if you don't recover burn the next day by not resting).


i.e.

Only burn that actually effects your HP. Burn you reduce via class features and such does not apply.
Right?


@Lemmy -- That escalated quickly...

I agree that Feel the Burn doesn't feel like it scales correctly, causing burn to hurt more than it should.

Losing 1hp/hd really can screw up your day, and only getting +1/+1 every 3 levels makes me want to conserve it for when I need it. Only problem is that what I would really like to do hurts me enough that I only want to save it for BBEG, not for helping the rest of the party when they need it.

Yes, you do get infusion specialization x5 to help mitigate burn, and you get Composite Specialization .... at level 15 .... and you get Metakinetic Mastery .... at Level 19.

Most games don't hit level 15, much less level 19, and you're only other recourse for either metakinesis or composite blasts is to accept 1 burn (minimum) per use.

I really like this class and where it's headed, and I do like the burn mechanic, I just feel that the price you pay for it doesn't give you good rewards (esp as a Aether TK, where your composite blast give you touch ... something that fire, water, and air possibly have from level 1, with no burn cost.)

Peter

disclaimer: My feeling can be wrong, but that doesn't mean we can't disagree :D


Perhaps it would be more productive for those who are absolutely against burn to make a clear concept that would replace it?
I mean, right now Burn is almost the entire focal balancing point of the class, so basically any major change to it, and especially the removal of it, would be a major rewrite. It'd be almost like making a whole new class. It's at the very limits of what I'd say is legit for an archetype package to adjust. So treat it like that, if you could call "Burn and FtB" mechanic an Archetype, what would you be happy with making the main mechanic that Burn and FtB could replace?

I mean, I'd be happy to let any old mechanic have this class, if Burn was an Archetype I could pick to use. Why limit it to one way or the other? If there's a way to do this without burn, and still be fair and balanced, let's find it. It'll save a lot of very annoyed fans several weeks of being mad at each other over a game. :)

Designer

Zwordsman wrote:

i.e.

Only burn that actually effects your HP. Burn you reduce via class features and such does not apply.
Right?

Yes, actual burn you accepted.


Mark Seifter wrote:
Once you accept the burn, you get those benefits for the rest of the day (or longer I guess if you don't recover burn the next day by not resting).

So you are stuck with the penalty to stealth until you sleep, damn.

Designer

Shiroi wrote:

Perhaps it would be more productive for those who are absolutely against burn to make a clear concept that would replace it?

I mean, right now Burn is almost the entire focal balancing point of the class, so basically any major change to it, and especially the removal of it, would be a major rewrite. It'd be almost like making a whole new class. It's at the very limits of what I'd say is legit for an archetype package to adjust. So treat it like that, if you could call "Burn and FtB" mechanic an Archetype, what would you be happy with making the main mechanic that Burn and FtB could replace?

One way they could do it would be something like an archetype that is incapable of taking burn. So for instance, it can't activate the burn-based extras on wild talents and it can't use infusions if they would put it over its specializations, unless they spend a move action. It can't use any metakinesis except empower, and by spending a move (until level 19), and it can't use composites until level 15.

At this point, players who wouldn't use burn have lost nothing if they were never going to use burn anyway, so then if the archetype gains some benefits to counteract those losses (clearly not as powerful as the things that cost burn, since they don't have to accept burn), it's a net win for that playstyle. One example could be getting the FtB bonuses to hit and damage automatically in exchange for losing the option of burn.


Shiroi wrote:

Perhaps it would be more productive for those who are absolutely against burn to make a clear concept that would replace it?

I mean, right now Burn is almost the entire focal balancing point of the class, so basically any major change to it, and especially the removal of it, would be a major rewrite. It'd be almost like making a whole new class. It's at the very limits of what I'd say is legit for an archetype package to adjust. So treat it like that, if you could call "Burn and FtB" mechanic an Archetype, what would you be happy with making the main mechanic that Burn and FtB could replace?

I mean, I'd be happy to let any old mechanic have this class, if Burn was an Archetype I could pick to use. Why limit it to one way or the other? If there's a way to do this without burn, and still be fair and balanced, let's find it. It'll save a lot of very annoyed fans several weeks of being mad at each other over a game. :)

Here's the thing...outright removal of Burn wouldn't unbalance the class. All of the Burn using mechanics are either minor (80% of the Wild Talents) or necessary to keep up with damage (Metakinetics).

Removing Burn would allow Mark to basically leave the class as-is and have it work pretty great.

Designer

Milo v3 wrote:
Mark Seifter wrote:
Once you accept the burn, you get those benefits for the rest of the day (or longer I guess if you don't recover burn the next day by not resting).
So you are stuck with the penalty to stealth until you sleep, damn.

That gets into a can of worms involving fire elementals as light sources, etc. The class is not intended to receive penalties to Stealth, though just like with many other transformative class features of other classes, it may make disguising harder if you don't use a hat of disguise or the like.


Artanthos wrote:
Kinetic form is available to every except the character who goes dual Aetherkinetic.

A minor quibble: due to how Expanded Element is set up, taking Aether as your element at first level permanently locks you out of Kinetic Form regardless of your second/third element.

Which is yet another nail in Aether's coffin. That element really needs some help. Every other element has some kind of major advantage to them: Earth has the only DR piercer and excellent sensory/mobility options, Fire has the best end-game accuracy due to ignoring SR (and once they get the talent Mark hinted at that lets them punch through energy resistance, their most glaring weakness will drop off), Air has the best Kinetic Form, the longest range, and the magic that is permanent flight at really low levels, Water has the best defenses and debuffs. Aether has... what, exactly? The worst composite blast, issues using core class features (Quick Draw is mandatory for them), locked out of the best two Wild Talents (Kinetic Form and Ride the Blast)... they're sort-of-alright in the utility department but outshone by Earth and Water alike in that regard.


Shiroi wrote:

Perhaps it would be more productive for those who are absolutely against burn to make a clear concept that would replace it?

I mean, right now Burn is almost the entire focal balancing point of the class, so basically any major change to it, and especially the removal of it, would be a major rewrite. It'd be almost like making a whole new class. It's at the very limits of what I'd say is legit for an archetype package to adjust. So treat it like that, if you could call "Burn and FtB" mechanic an Archetype, what would you be happy with making the main mechanic that Burn and FtB could replace?

I don't hate the idea of burn. I'd be fine with it if I could go through my adventuring day and ONLY use it when I felt taking the damage was worth the damage. I'd prefer that the damage was less ad/or scaled better though.

What I dislike greatly is feel the burn being attached to burn so that your accuracy is dependent on your buning as soon as you wake up and NOT when you want/need to. If I boost my defense or take a form, I want it to be because I want to and NOT because I need to spend burn to get my bonuses.

Archetype: That might be the best option. One to either add or remove feel the burn/burn. I could work wih that. but i would hope that taking it doesn't prevent you from taking all the other Archetype. Maybe one that JUST alters the Burn/Feel the burn.

Shadow Lodge

hey mark, have you had the chance to overview the Flagellant feat? just wondering what your thoughts on it were, it could undermine the burn a bit, so was curious lol

Grand Lodge

Mark Seifter wrote:


If you aren't getting enough Wild Talents to pick up the ones that are vital to your build, I'd rather give you even more for free instead and leave the feat to be efficient at picking up talents from other elements (it can pick up the best ones available from expanded elements) or ones you missed from the prior tier.

On this note I thought I'd provide some feedback trying to plan an Aerokineticist out to level 12.

If I want to Fly at level 6 when I can first take Wings of Air, I also have to spend a Wild Talent on Air Cushion. Also as an Aerokineticist that isn't focusing on Melee, I feel obliged to take Air's Reach. This means at level 6 I feel practically compelled to have spent 3 of my 4 Wild Talents on specific things, leaving just one other selection. I choose Extended Range in part because it is a requirement for Snaking, even tough I won't be getting that till level 8 because level 7 I feel compelled to take Expanded Element. I feel herded into my selections that leave me wanting something a bit more "special" then just flying around sniping from 240 feet in the air.

A larger number of Wild Talents would be very welcome. For balance, perhaps levels that grant multiple Wild Talents would require that no two selected at the same level to be of the same type (Form, Substance and Other.) This way some of your selections are bound to be limited by burn in how often you use them especially if you focus your Infusion Specialization to just Form or Substance.


Mark Seifter wrote:
Milo v3 wrote:
Mark Seifter wrote:
Once you accept the burn, you get those benefits for the rest of the day (or longer I guess if you don't recover burn the next day by not resting).
So you are stuck with the penalty to stealth until you sleep, damn.
That gets into a can of worms involving fire elementals as light sources, etc. The class is not intended to receive penalties to Stealth, though just like with many other transformative class features of other classes, it may make disguising harder if you don't use a hat of disguise or the like.

"My Granny, what bright eyes you have. Bright, glowing, fiery eyes wreathed in actual fire. … Are you feeling well?"


graystone wrote:
Shiroi wrote:

Perhaps it would be more productive for those who are absolutely against burn to make a clear concept that would replace it?

I mean, right now Burn is almost the entire focal balancing point of the class, so basically any major change to it, and especially the removal of it, would be a major rewrite. It'd be almost like making a whole new class. It's at the very limits of what I'd say is legit for an archetype package to adjust. So treat it like that, if you could call "Burn and FtB" mechanic an Archetype, what would you be happy with making the main mechanic that Burn and FtB could replace?

I don't hate the idea of burn. I'd be fine with it if I could go through my adventuring day and ONLY use it when I felt taking the damage was worth the damage. I'd prefer that the damage was less ad/or scaled better though.

What I dislike greatly is feel the burn being attached to burn so that your accuracy is dependent on your buning as soon as you wake up and NOT when you want/need to. If I boost my defense or take a form, I want it to be because I want to and NOT because I need to spend burn to get my bonuses.

Archetype: That might be the best option. One to either add or remove feel the burn/burn. I could work wih that. but i would hope that taking it doesn't prevent you from taking all the other Archetype. Maybe one that JUST alters the Burn/Feel the burn.

This thread gets so many posts, I posted this like 3 pages back and nobody seemed to notice. Or maybe I'm just that odd that everyone's tired of hearing me.

I feel that there should be an archetype for Burn On/Off, and that every other archetype package should leave burn alone. If there's a third setting for burn, it should also be independent of any other packages, so that anyone can pick their burn setting, then pick their "cryomancy plus" package or "monkly fist of punching with ROCKS" package.

In fact, I'd set up "Method of Dealing Damage" (fist/weapon/ranged) "Element Specialty" (Hydro/Cryo/Pyro/Aero/Geo/Electro/Ecto/AVATAR ALL OF IT) and "Burn Mechanic or Substitute thereof" packages. Now pick your preferred specialties of all natures, because with 13 or 14 archetypes, we've now run the breadth of possible combinations to specialize in.

Also... We're officially 2,000 posts ahead of our nearest competitor thread. Is it just me, or do people *really* like this class concept?

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

I'm not sure if people really like it, or just enjoy arguing over the Burn mechanic.

I like the class concept, but think Burn may be too much at high levels. What if Feel The Burn stayed the same, but the nonlethal damage from Burn was halved?

Also, any chance we can get feat and item support for Kineticists teased?


Shiroi wrote:
Is it just me, or do people *really* like this class concept?

Nope, not just you. I LOVE the concept and really want it to end up a class I want to play. It's by far the most interesting new class IMO. If feel the burn stays as is though, this will end up being an inerestng dip class and not one I want level up in. That would make me sad. :(

Arutema: This class fits SO make settings (benders, Carrie, kaze no stigma, ect) that it's no wonder it was an instant hit as a concept. I think that's why so many people are invested in it being a class they want to play. It's the class they always wanted but didn't know it. ;)


Mark Seifter wrote:
Shiroi wrote:

Perhaps it would be more productive for those who are absolutely against burn to make a clear concept that would replace it?

I mean, right now Burn is almost the entire focal balancing point of the class, so basically any major change to it, and especially the removal of it, would be a major rewrite. It'd be almost like making a whole new class. It's at the very limits of what I'd say is legit for an archetype package to adjust. So treat it like that, if you could call "Burn and FtB" mechanic an Archetype, what would you be happy with making the main mechanic that Burn and FtB could replace?

One way they could do it would be something like an archetype that is incapable of taking burn. So for instance, it can't activate the burn-based extras on wild talents and it can't use infusions if they would put it over its specializations, unless they spend a move action. It can't use any metakinesis except empower, and by spending a move (until level 19), and it can't use composites until level 15.

At this point, players who wouldn't use burn have lost nothing if they were never going to use burn anyway, so then if the archetype gains some benefits to counteract those losses (clearly not as powerful as the things that cost burn, since they don't have to accept burn), it's a net win for that playstyle. One example could be getting the FtB bonuses to hit and damage automatically in exchange for losing the option of burn.

Liking how it works, they lose the ability to access powers that most Burn users would save till emergencies anyways...

Side effects may include:
Can never get EBII or IV
Cannot nova normally
Gets back 12 Stat Points from Con, the ones you'd use to power FtB
Puts them into Str or Dex, so those bonus +6 now stack with FtB

Fairly balanced trade right there. They actually end up becoming more "stable" because they get more accuracy and damage in their normal shots, but can't do the overkill options the Burn mechanic offers. The difference between EB III and EB IV is pretty sharp : About +2 to two stats, and DR 5/-. Not sure how you'd balance that out, except to have their Kinetic Form always treated as though they had used that ability. But then they aren't paying the 2 con worth of HP for it, so regular Burn trades +2 Con for whatever those bonuses are, but they get it free.
Oh, I'd have a Talent that says "For your Kinetic Form abilities you are always considered as having spent the two burn." They trade a spare Talent slot for what Burners traded 2 con points for. It's still not perfectly balanced, with Talents being Feat equivalent and Toughness being 1 con worth of HP, but perhaps it is a compromise that could be reached.
Another option is that if you do implement a Talent that gives a limited burn pool, then they can take that talent to use the burn from IT instead of taking burn. So if a Talent gives 2 free Burn, they take it once and use it for this, or use it to Nova a little, or use if for Slick or their defenses... Basically trading Talents for the things Burners traded HP for.
Hmmm... With the toughness equivalency, that means a perfectly balanced Talent would only give a burn pool of 1. No wonder you haven't wanted to put that in, it'd generally just feel sad next to some of the other "extra" feats and such. But then, they get much more of their resources each day, so 1 is nothing to a Barbarian's rage total. But it can make or break a Kineticist. So I'd probably make it an option anyways. With leaving the Fort Save even after dropping the HP though, perhaps 2 would be an acceptable balance. Or, if you really had to split hairs, call one talent "Burn Pool" and one "Greater Burn Pool" and have them give 1 and 2 respectively. You can never take Greater Burn Pool more times than you've taken Burn Pool. So it goes up 1,3,4,6. That's 4 talents for 6 burn. 6 burn is pretty nasty powerful, but you've lost 4 talents for it, which means this is now basically all you do. Feels fair enough.

There's a bit of examination to do for it, but ultimately it feels like you've been a step ahead planning for this. Or maybe you just know what you're doing. So, is this an official statement that we have an archetype solution to the non-burners? Or more a hint that it's been considered?

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