| Captain Morgan |
Cyouni wrote:Mutagens did seem a bit lacking. But I think a lot of that could be solved if mutagens gave something other than item bonuses. Let them stack with those bonuses from equipment. PF1 had way too many types of bonuses, but the Playtest went to the other extreme and had too few. Hopefully the final PF2 will have a few more than the playtest did.Edge93 wrote:I hope Chirurgeon and Mutagenist have been elevated to the same level. I felt their offerings were quite lacking in comparison, mainly because the item bonuses they offered were usually very quickly outpaced by standard equipment.graystone wrote:I can only tell you how I felt for me when I played oneThis is understandable, but it's also very much not proof negative of the usefulness of an ability.
Like, if someone says they never used Bard Compositions because it just didn't feel as good as (other use of action) then that doesn't necessarily mean compositions aren't a good feature.
As a note on Quick Alchemy specifically, some great feats like Debilitating Bomb and Sticky Bomb only work on bombs made with Quick Alchemy. This actually goes pretty well with Perpetual Infusions, which lets you make lower level bombs with QA for free. Free debuff and persistent damage factory basically.
That would almost certainly wind up being a downgrade to mutagens in the long run though.
| Lanathar |
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I played a Ranger > Alchemist > Wizard in the final Doomsday Dawn act, and in part 1 he was a base alchemist (I was trying to make a Witcher, and that was a bit hard in Playtest 1.0). It was quite neat, you could chuck bombs, heal yourself, pull poisons out of thin air if you need something nasty for the big bad. Overall, I felt that the alchemist had a great foundation, and underwhelming execution of it's vision, from what I've seen of the UK Expo and qtom's MC thread, my hopes for full edition alchemists are as high as Snoop Dog.
It sounds like an alchemist > ranger or vice-versa is going to be a lot closer at being a "viable" witcher idea than 1E as whenever I saw it discussed it required quite a lot of dipping where class benefits were lost
(says the person who hasn't really played the game but know people who love it).
Like with all the multiclass archetypes the real question is going to be what you pick at the start until things come "online" at level 2. Of course level 2 is still earlier than most of these kinds of thing came online in 1E (it seems)
| Ediwir |
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Tbh the usefulness of Quick Alchemy depends on one thing only: the availability of situational alchemical items.
In the playtest, this was reduced enough that you could prep a bunch of situational items and call it a day.
If the list is expanded in the final (as we got some hints of, but not hard confirmation), one could very well consider leaving a few points open.