AnimatedPaper |
2 people marked this as a favorite. |
Combining a couple other suggestions, one thing might be a stance that gives “Failure: you deal half damage” on spell attack rolls. Possibly limited to non-cantrip spells, but hopefully not.
Might make the Magus Striking Spell stuff quite a bit more tolerable if you could more reliably whack someone, even at reduced damage.
The-Magic-Sword |
1 person marked this as a favorite. |
Combining a couple other suggestions, one thing might be a stance that gives “Failure: you deal half damage” on spell attack rolls. Possibly limited to non-cantrip spells, but hopefully not.
Might make the Magus Striking Spell stuff quite a bit more tolerable if you could more reliably whack someone, even at reduced damage.
Eldritch Duelist Stance?
whew |
1 person marked this as a favorite. |
Unicore wrote:... with true strike your odds of landing the hit or crit can be 75% or better, even against level +2 or 3 monsters. ...If a spell requires the expenditure of a second spell to be a viable strategy then that spell by itself was not balanced to be an affective use of limited resources. And as a player wasting two slots to have one competitive slot (again, of a limited resource) feels mega bad imho. I just consider true strike a poor consolidation to try to pacify undertuned spell attacks. It's the one spell in the game that raises my blood pressure on sight unless it's...
True Strike is a first-level spell. What else are you going to do with that first-level spell slot?
WWHsmackdown |
WWHsmackdown wrote:True Strike is a first-level spell. What else are you going to do with that first-level spell slot?Unicore wrote:... with true strike your odds of landing the hit or crit can be 75% or better, even against level +2 or 3 monsters. ...If a spell requires the expenditure of a second spell to be a viable strategy then that spell by itself was not balanced to be an affective use of limited resources. And as a player wasting two slots to have one competitive slot (again, of a limited resource) feels mega bad imho. I just consider true strike a poor consolidation to try to pacify undertuned spell attacks. It's the one spell in the game that raises my blood pressure on sight unless it's...
I get where you're coming from, but I'd rather have my less effective spell tiers open for utility spells. I'd want any true strikes to come from a staff so I'd potentially have 9 charges of them at endgame and they wouldn't affect my actual slots. That's just my build preference though. I find true strike a lot more palatable when it doesn't touch my slots.
AnimatedPaper |
AnimatedPaper wrote:Combining a couple other suggestions, one thing might be a stance that gives “Failure: you deal half damage” on spell attack rolls.Sounds like a possible feat.
Exactly what I was thinking. I’d prefer a stance instead of a meta magic feat because of the action cost, but if metamagc I’d like it to work with cantrips too.
Staffan Johansson |
5 people marked this as a favorite. |
True Strike is a first-level spell. What else are you going to do with that first-level spell slot?
Alarm, Fear, Grease, Longstrider, Unseen Servant, Animate Rope, Color Spray, Command, Illusory Disguise, Liberating Command, and Sanctuary are all reasonable uses of 1st-level spell slots at higher levels. And that's only counting arcane and occult spells — primal and divine casters are SOL when it comes to attack roll spells.
And if the prospect of using True Strike + Polar Ray with item bonuses to hit is so terrifying, then it's a better solution to errata True Strike so it won't work with spells more than, say, two levels above its own level than to make high-level spells with attack rolls bad on their own.
Deriven Firelion |
Casters become very powerful at high level in ways martials really can't touch. If you never play the game beyond lvl 10 or so, you'll never really see it. But once you hit 11th lvl plus, casters keep on getting better while martials keep on swinging their weapons hoping for item upgrades.
I was really feeling weak as a wizard for a long time up to lvl 5 and I still think the wizard is perhaps the weakest of the caster classes. But druids and bards are really powerful in a high lvl party. Accuracy becomes a moot point. It becomes more a matter of how do you use your tools in various situations.
I don't consider accuracy much of an issue at later levels. You should look at using a weapon versus a cantrip or spell. A caster should have one weapon they can use effectively by that time with wither base proficiencies or ancestry feats. You'll be about 2 accuracy behind the martials if you build up at least one physical stat, likely dexterity and one weapon. You'll be able to use a saving throw cantrip or spell and a weapon attack almost every round which balances out nicely in overall capability.
WWHsmackdown |
13 people marked this as a favorite. |
Casters become very powerful at high level in ways martials really can't touch. If you never play the game beyond lvl 10 or so, you'll never really see it. But once you hit 11th lvl plus, casters keep on getting better while martials keep on swinging their weapons hoping for item upgrades.
I was really feeling weak as a wizard for a long time up to lvl 5 and I still think the wizard is perhaps the weakest of the caster classes. But druids and bards are really powerful in a high lvl party. Accuracy becomes a moot point. It becomes more a matter of how do you use your tools in various situations.
I don't consider accuracy much of an issue at later levels. You should look at using a weapon versus a cantrip or spell. A caster should have one weapon they can use effectively by that time with wither base proficiencies or ancestry feats. You'll be about 2 accuracy behind the martials if you build up at least one physical stat, likely dexterity and one weapon. You'll be able to use a saving throw cantrip or spell and a weapon attack almost every round which balances out nicely in overall capability.
But if martials are working as intended lvls 1-20 and casters are working as intended lvls 10-20, then the balance of the game needs to be readdressed. I couldn't tell my wizard player at the table during Age of Ashes "trust me, it'll get better in six months". That's kinda awful for a player to hear at lvl 1.
Ravingdork |
I couldn't tell my wizard player at the table during Age of Ashes "trust me, it'll get better in six months". That's kinda awful for a player to hear at lvl 1.
It really is. In 1dt Edition, I would often play martials exclusively at low levels and casters exclusively at higher levels. If a low level martial survived to higher levels, it became common practice to kill them off or retire them so that I could roll a caster.
Unicore |
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Casters are better at level 1 in PF2 than they were in PF1 or in most versions of D&D that I have ever played. Wizards are more durable and more prepared to contribute to a long adventuring day now as well. They are every bit as accurate as any martial short of a fighter at level 1 as well. The goal posts of criticism for spell casters in PF2 move so fast it is hard to keep track.
Item bonuses to accuracy kick in at higher levels. Are casters suffering from effectiveness at higher levels? No, because their spells get out of control.
Oh that is nice your level 15 martial can jump so high, my caster can move to another plane of existence.
...But Legendary doesn’t kick in until level 19!
Oh, you mean the first odd level since level 1 where they are not guaranteed to get a new level of spells that do radically powerful more things with no feat investment what so ever?
Low level casters get stuck in can’t rip routines fairly often, but at least most of them have focus spells worth casting, and maybe we’ll get more of those too in secrets of magic, but for now, getting something worth spending your focus point on every encounter is something worth doing pretty early in your casters career.
Spell selection can be a little intimidating and it can take time to find spells you enjoy casting and feel worth the limited resource that they are a the lowest of levels. But with wealth investment and a minor amount of GM support, that problem goes away pretty quickly too.
Dargath |
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Squiggit wrote:yeah but legendary casting is level 19. For most of the game spellcasters have the same proficiency as martials (and are even behind for a few levels because their proficiency is delayed for some reason).
Also worth noting that other forms of save-targeting effects (i.e., skill actions) can both scale up to legendary and benefit from item bonuses.
Not saying it necessarily breaks the balance, but I can understand why it's frustrating to have a system where you have both very limited ammunition and comparatively low accuracy.
Yeah, but martials can't pick which of the enemy's defenses to target.
If spellcasters weren't two levels behind the proficiency curve, there'd be no mechanical incentive to playing a martial character.
As a martial player, yes I can. I play a Fighter and I’m trained in Intimidation, Athletics and Deception. I can Demoralize (Will Save), Trip (Reflex) or Feint (Perception). I’m not sure if there’s a maneuver or skill check that targets Fortitude, but I knew that skeletons probably have bad Reflex saves and decided to try tripping them a lot and interaction to put my hand back on my Greataxe and take a Strike. I can then Attack of Opportunity when they stand :) I love all the extra stuff Fighters can do and I’m just level 1! :D so much fun
Dargath |
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Not going to lie the moment I heard blasting wasn’t a thing in 2E I just kind of wrote off casters as something I’d be interested in doing. I typically don’t enjoy playing utility casters but it’s probably because I’ve been ruined by WoW and other video games where, for instance, Frost Mage, Fire Mage and Demonology Warlock are just another way of dealing damage along side the Warrior and the Rogue.
I also think thematic casters are really cool, but it was a bummer to learn that wanting to be a “fire mage” even accepting many things are resistant to fire damage just isn’t really a character you can play per se compared to a martial damage dealer. I love Kael’thas and Jaina, and I love other MMOs like FFXIV with Black Mage and Summoner but they do DPS just as well as anyone else (balance being what it is nothing is ever perfect). So I guess I lament that DPS mages aren’t on the same playing field as say my current character (Greataxe Fighter).
voideternal |
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Regarding martial weapon proficiency progression vs caster spell proficiency progression, it's more nuanced than just proficiency + item bonus because the difference between AC and save values of monsters are variable.
Sometimes, monsters have basically identical AC vs lowest save, but at other times, monsters' lowest save is 3+ points lower than AC.
There are a lot of ways of boosting martial accuracy, but they tend to cost actions or positioning or pre-buffing or spell slots. As a caster, sometimes you just happen run into an orc with an AC of 18 but having a will save of only +4.
Arachnofiend |
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Not going to lie the moment I heard blasting wasn’t a thing in 2E I just kind of wrote off casters as something I’d be interested in doing. I typically don’t enjoy playing utility casters but it’s probably because I’ve been ruined by WoW and other video games where, for instance, Frost Mage, Fire Mage and Demonology Warlock are just another way of dealing damage along side the Warrior and the Rogue.
I also think thematic casters are really cool, but it was a bummer to learn that wanting to be a “fire mage” even accepting many things are resistant to fire damage just isn’t really a character you can play per se compared to a martial damage dealer. I love Kael’thas and Jaina, and I love other MMOs like FFXIV with Black Mage and Summoner but they do DPS just as well as anyone else (balance being what it is nothing is ever perfect). So I guess I lament that DPS mages aren’t on the same playing field as say my current character (Greataxe Fighter).
The character you want to play is an Elemental Sorcerer with Dangerous Sorcery. There are a few other options for building into damage as a caster but the Sorcerer is the most consistent.
Cyouni |
5 people marked this as a favorite. |
Not going to lie the moment I heard blasting wasn’t a thing in 2E I just kind of wrote off casters as something I’d be interested in doing. I typically don’t enjoy playing utility casters but it’s probably because I’ve been ruined by WoW and other video games where, for instance, Frost Mage, Fire Mage and Demonology Warlock are just another way of dealing damage along side the Warrior and the Rogue.
I also think thematic casters are really cool, but it was a bummer to learn that wanting to be a “fire mage” even accepting many things are resistant to fire damage just isn’t really a character you can play per se compared to a martial damage dealer. I love Kael’thas and Jaina, and I love other MMOs like FFXIV with Black Mage and Summoner but they do DPS just as well as anyone else (balance being what it is nothing is ever perfect). So I guess I lament that DPS mages aren’t on the same playing field as say my current character (Greataxe Fighter).
Whoever told you this has 0 idea what they're talking about.
Ravingdork |
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Dargath wrote:Whoever told you this has 0 idea what they're talking about.Not going to lie the moment I heard blasting wasn’t a thing in 2E I just kind of wrote off casters as something I’d be interested in doing. I typically don’t enjoy playing utility casters but it’s probably because I’ve been ruined by WoW and other video games where, for instance, Frost Mage, Fire Mage and Demonology Warlock are just another way of dealing damage along side the Warrior and the Rogue.
I also think thematic casters are really cool, but it was a bummer to learn that wanting to be a “fire mage” even accepting many things are resistant to fire damage just isn’t really a character you can play per se compared to a martial damage dealer. I love Kael’thas and Jaina, and I love other MMOs like FFXIV with Black Mage and Summoner but they do DPS just as well as anyone else (balance being what it is nothing is ever perfect). So I guess I lament that DPS mages aren’t on the same playing field as say my current character (Greataxe Fighter).
Quite right. Whoever said "blasting isn't a thing in 2E" was probably just sore about not being able to one-shot mega bosses like in 1E anymore.
In truth, blasting in 2E is great for clearing the board of numerous weaker enemies and obstacles while also taking huge chunks of hit points off their bosses.
I've played games that didn't have blasters, and I gotta say, getting through a line of weaker enemies to get to the boss with just martials is a real slog. All the while, the boss is taking full advantage of our delays and activating their most powerful 3-action attacks and other abilities to our detriment. By the time we can kill enough of the minions to get to the boss, we're often half dead already, making a hard fight even harder. What's more, though the minions aren't much of a threat in their own right, the -2 AC from flanking they can grant their boss can more than double the odds the the boss gets a one hit KO with a crit.
I would not want a party without some blasting anymore than I'd want a party without some healing.
Ascalaphus |
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How's this for an interesting spin on making wizards (and by collateral, alchemists, investigators and witches) a bit better?
* Introduce substantially more good Intelligence-based skill feats. We've already had a whole lot of strong Charisma-based skill feats (Bon Mot, a lot of feinting stuff, and intimidate based feats that start utilitarian (Intimidating Glare) but get quite spectacular (Terrifying Retreat, Scare to Death). But Intelligence-based skill feats are rather stuck in doing downtime stuff. Add some nice encounter-time skill feats for Intelligence, not just on Arcana, but on all the Intelligence-based skills.
* Add a new thesis option, "scholarship": you pick one (or maybe even two?) Intelligence-based skills and those auto-upgrade similar to Additional Lore. This lets the wizard lean more into the "I'm really educated" niche but doesn't make them a generic competitor for the rogue/investigator.
Deriven Firelion |
1 person marked this as a favorite. |
Deriven Firelion wrote:But if martials are working as intended lvls 1-20 and casters are working as intended lvls 10-20, then the balance of the game needs to be readdressed. I couldn't tell my wizard player at the table during Age of Ashes "trust me, it'll get better in six months". That's kinda awful for a player to hear at lvl 1.Casters become very powerful at high level in ways martials really can't touch. If you never play the game beyond lvl 10 or so, you'll never really see it. But once you hit 11th lvl plus, casters keep on getting better while martials keep on swinging their weapons hoping for item upgrades.
I was really feeling weak as a wizard for a long time up to lvl 5 and I still think the wizard is perhaps the weakest of the caster classes. But druids and bards are really powerful in a high lvl party. Accuracy becomes a moot point. It becomes more a matter of how do you use your tools in various situations.
I don't consider accuracy much of an issue at later levels. You should look at using a weapon versus a cantrip or spell. A caster should have one weapon they can use effectively by that time with wither base proficiencies or ancestry feats. You'll be about 2 accuracy behind the martials if you build up at least one physical stat, likely dexterity and one weapon. You'll be able to use a saving throw cantrip or spell and a weapon attack almost every round which balances out nicely in overall capability.
Both are working fine 1 to 20. Martials shine a little more 1 to 10 and then casters shine more 11 to 20. The gulf isn't nearly as bad as PF1.
This is more of a wizard issue than a caster issue. Arcane list isn't as interesting and spell versatility isn't as useful as many seem to think it is. Spell versatility with the ability to heal is far more useful than some situationally useful utility spells. The most versatile spell lists in PF2 are the Primal and Occult list. By this I mean effective versatility, not just the ability to occasionally pull out a situationally useful spell someone with a skill can easily do as well.
vagrant-poet |
1 person marked this as a favorite. |
How's this for an interesting spin on making wizards (and by collateral, alchemists, investigators and witches) a bit better?
* Introduce substantially more good Intelligence-based skill feats. We've already had a whole lot of strong Charisma-based skill feats (Bon Mot, a lot of feinting stuff, and intimidate based feats that start utilitarian (Intimidating Glare) but get quite spectacular (Terrifying Retreat, Scare to Death). But Intelligence-based skill feats are rather stuck in doing downtime stuff. Add some nice encounter-time skill feats for Intelligence, not just on Arcana, but on all the Intelligence-based skills.
* Add a new thesis option, "scholarship": you pick one (or maybe even two?) Intelligence-based skills and those auto-upgrade similar to Additional Lore. This lets the wizard lean more into the "I'm really educated" niche but doesn't make them a generic competitor for the rogue/investigator.
I think more benefits for having a good intelligence if it's not your class ability is always a good idea!
Deriven Firelion |
2 people marked this as a favorite. |
Not going to lie the moment I heard blasting wasn’t a thing in 2E I just kind of wrote off casters as something I’d be interested in doing. I typically don’t enjoy playing utility casters but it’s probably because I’ve been ruined by WoW and other video games where, for instance, Frost Mage, Fire Mage and Demonology Warlock are just another way of dealing damage along side the Warrior and the Rogue.
I also think thematic casters are really cool, but it was a bummer to learn that wanting to be a “fire mage” even accepting many things are resistant to fire damage just isn’t really a character you can play per se compared to a martial damage dealer. I love Kael’thas and Jaina, and I love other MMOs like FFXIV with Black Mage and Summoner but they do DPS just as well as anyone else (balance being what it is nothing is ever perfect). So I guess I lament that DPS mages aren’t on the same playing field as say my current character (Greataxe Fighter).
You won't be able to blast like WoW since they have unlimited heavy blasting. But you've never been able to blast like WoW in D&D or PF.
That being said blasting is an amazing option. I've even seen it do absolutely nutty damage against bosses. It's way better than martials at clearing equal to lower level groups of creatures. It often annihilates them fast. With the double damage critical failure rules, you can really dish a ton of damage blasting.
Unicore |
5 people marked this as a favorite. |
I do find it interesting how certain ideas like “PF2 has no blasting” get out into the universe and then get held onto so vehemently by people who care enough about the game to show up on dedicated message boards. Like, I would agree that PF2 as a whole doesn’t represent MMO character roles and classes very faithfully, but see that as a huge positive. Real time video games have a whole lot of unnecessary and overly complicated mechanics running behind the scenes to allow for the way they handle encounters outside of a turn based system, and with the support of powerful computers, and not people, trying to keep them in mind.
In the long run, the challenge with a book like secrets of magic is that consistent underlying criticism of casters in PF2, that holds some weight (and some overly reductionist logic), is that casting in PF2 is more complex than martial combat, as martial fighting can sort of be essentialized down to “how much damage can you pack into a strike action” while there is no comparable “strike” action for casting. (Sure some martials get feats and items that stretch one strike action in many different ways, but those characters still have a definable strike action that players can quickly identify and rank). Each and every spell is like a combination of feats and items combined together and thus having feats and items that interact with just “spells” have to be incredibly more narrow in focus. Spells in PF2 are not a modular system compared to other parts of the game. They don’t have nearly the unification of parts necessary to make simple magic items that modify them without having to look at the whole breadth of spells. Maybe we see items that interact with spells more limited by the level of spell, (like a wand that gives an increase to the DCs of level 1 spells) but that only adds complexity to caster classes that isn’t really necessary or valuable to the problem that players are really having: casting requires a lot of player knowledge and Supportive GMing to help players make informed choices with limited resources.
Secrets of magic could take a GMG approach though and just propose alternate casting systems that change the focal point away from casters needing to learn the nuances of the spell list.
NECR0G1ANT |
3 people marked this as a favorite. |
How's this for an interesting spin on making wizards (and by collateral, alchemists, investigators and witches) a bit better?
* Introduce substantially more good Intelligence-based skill feats. We've already had a whole lot of strong Charisma-based skill feats (Bon Mot, a lot of feinting stuff, and intimidate based feats that start utilitarian (Intimidating Glare) but get quite spectacular (Terrifying Retreat, Scare to Death). But Intelligence-based skill feats are rather stuck in doing downtime stuff. Add some nice encounter-time skill feats for Intelligence, not just on Arcana, but on all the Intelligence-based skills.
* Add a new thesis option, "scholarship": you pick one (or maybe even two?) Intelligence-based skills and those auto-upgrade similar to Additional Lore. This lets the wizard lean more into the "I'm really educated" niche but doesn't make them a generic competitor for the rogue/investigator.
My preferred methods of making INT-based PCs better at skills is whenever a PC's INT modifier increases past +4, award them skill increases instead of more Trained skills.
While skill points in 1E were a nuisance to keep track of, I like that you could spend them to maximize a number of skills of your choice. But in 2E high INT provides only basic training in skills you haven't taken, which is not valuable at high level. Hence my house rule.
Staffan Johansson |
Arcane list isn't as interesting and spell versatility isn't as useful as many seem to think it is. Spell versatility with the ability to heal is far more useful than some situationally useful utility spells. The most versatile spell lists in PF2 are the Primal and Occult list. By this I mean effective versatility, not just the ability to occasionally pull out a situationally useful spell someone with a skill can easily do as well.
The primal list has some amazing versatility in the kind of things it can do: blast, heal, summon, buff, and debuff. But, particularly in the context of accuracy, it has one glaring lack: Will saves. There's Fear, and maybe a curse or something, but other than that there's pretty much nothing on the Primal list that targets Will. And since one of the main arguments often presented for why casters don't need accuracy buffs is that they can target weak saves while martials have to deal with AC all the time, that is definitely a weakness of the primal list.
HumbleGamer |
Int seems ok in my opinion.
Comparing a lvl 1 wizard with a lvl 1 any other spellcaster, the int based one is going to start with 8 skills ( out of 16 ) out of 16, while any other non int based is going to start with 4/5 + int.
so it's a huge amount of extra skills ( I am not even considering martial classes here, since they will be needing STR, DEX, CONST, WIS and eventually char, for intimidate checks ).
We currently have 4 skills out of 16 which are int based ( Arcana, Crafting, Occultism and Society ) + all lore skills.
Knowing that not all characters would take anything from being trained in any skill, the wizard might probably be at ease with its skills without any need to invest into ancestry feats or skill feats ( provided 12 int to get the "skill training" feat ).
But if they really want, they can invest into some skill and ancestry feats.
In addition, several dedications and archetypes give extra skills, and also by lvl 10, 17 and 20 an int spellcaster will get extra additional skills.
About the fact that int based skills might not be too interesting, I think I can partially agree.
Int is meant for academic stuff, and it has a huge role when it comes to recall knowledge check ( and it's mandatory for crafting magical stuff ), but that's it. And if your group is not to make a good use of recall knowledge, as well as academic stuff, you'll probably find yourself changing your skills progression for other feats.
Anyway, what I wanted to point out was that being able to be training in different skills by simply increasing your main stat is wonderful and unfortunately, as far as I happened to see, underrated.
Dargath |
Cyouni wrote:Dargath wrote:Whoever told you this has 0 idea what they're talking about.Not going to lie the moment I heard blasting wasn’t a thing in 2E I just kind of wrote off casters as something I’d be interested in doing. I typically don’t enjoy playing utility casters but it’s probably because I’ve been ruined by WoW and other video games where, for instance, Frost Mage, Fire Mage and Demonology Warlock are just another way of dealing damage along side the Warrior and the Rogue.
I also think thematic casters are really cool, but it was a bummer to learn that wanting to be a “fire mage” even accepting many things are resistant to fire damage just isn’t really a character you can play per se compared to a martial damage dealer. I love Kael’thas and Jaina, and I love other MMOs like FFXIV with Black Mage and Summoner but they do DPS just as well as anyone else (balance being what it is nothing is ever perfect). So I guess I lament that DPS mages aren’t on the same playing field as say my current character (Greataxe Fighter).
Quite right. Whoever said "blasting isn't a thing in 2E" was probably just sore about not being able to one-shot mega bosses like in 1E anymore.
In truth, blasting in 2E is great for clearing the board of numerous weaker enemies and obstacles while also taking huge chunks of hit points off their bosses.
I've played games that didn't have blasters, and I gotta say, getting through a line of weaker enemies to get to the boss with just martials is a real slog. All the while, the boss is taking full advantage of our delays and activating their most powerful 3-action attacks and other abilities to our detriment. By the time we can kill enough of the minions to get to the boss, we're often half dead already, making a hard fight even harder. What's more, though the minions aren't much of a threat in their own right, the -2 AC from flanking they can grant their boss can more than double the odds the the boss gets a one hit KO with a crit.
I...
Oh that’s really encouraging news then! I made a goblin fire sorcerer from elemental bloodline and I was worried it wouldn’t turn out like I hoped. I’ve always been trying to figure out how to build a Frost mage. Unfortunately I’m like “heh heh lizard wizard” and then of course like Lizardfolk take a penalty to intelligence and im looking at Winter Witch or Wizard in general etc lol.
NECR0G1ANT |
Int seems ok in my opinion.
Comparing a lvl 1 wizard with a lvl 1 any other spellcaster, the int based one is going to start with 8 skills ( out of 16 ) out of 16, while any other non int based is going to start with 4/5 + int.
so it's a huge amount of extra skills ( I am not even considering martial classes here, since they will be needing STR, DEX, CONST, WIS and eventually char, for intimidate checks ).
We currently have 4 skills out of 16 which are int based ( Arcana, Crafting, Occultism and Society ) + all lore skills.
Knowing that not all characters would take anything from being trained in any skill, the wizard might probably be at ease with its skills without any need to invest into ancestry feats or skill feats ( provided 12 int to get the "skill training" feat ).
But if they really want, they can invest into some skill and ancestry feats.
In addition, several dedications and archetypes give extra skills, and also by lvl 10, 17 and 20 an int spellcaster will get extra additional skills.
About the fact that int based skills might not be too interesting, I think I can partially agree.
Int is meant for academic stuff, and it has a huge role when it comes to recall knowledge check ( and it's mandatory for crafting magical stuff ), but that's it. And if your group is not to make a good use of recall knowledge, as well as academic stuff, you'll probably find yourself changing your skills progression for other feats.
Anyway, what I wanted to point out was that being able to be training in different skills by simply increasing your main stat is wonderful and unfortunately, as far as I happened to see, underrated.
I think INT is weaker than WIS or CHA for the following reasons. Religion and Nature (WIS-based) can be used to Recall Knowledge on more types of creatures than Arcana or Occultism can. And CHA-based skills are useful both in and out of combat, whereas INT-based skills can struggle in either.
INT’s only advantage is extra Trained skills, but that has diminishing returns, both as your PC increases level and as you reach skills that aren’t important for your PC. Trained proficiency cease being adequate for on-level checks past a certain point, but at L10 and L20 INT-based PCs become Trained in skills that they hadn’t needed up until that point. Also, any PC build who is short on trained skills can get them easily through ancestry feats, multiclass archetypes, or Untrained Improvisation.WIS is better than INT in all respects. It’s governs Will Saves and Perception checks (bonuses to either are less common than means of getting Trained skills), and Nature and Religion are more useful than Arcana or Occultism at Recall Knowledge. It’s a glaring flaw in the game’s balance.
Ruzza |
Unfortunately I’m like “heh heh lizard wizard” and then of course like Lizardfolk take a penalty to intelligence and im looking at Winter Witch or Wizard in general etc lol.
People constantly forgetting about the Voluntary Flaw rule.
HumbleGamer |
1 person marked this as a favorite. |
I think INT is weaker than WIS or CHA for the following reasons. Religion and Nature (WIS-based) can be used to Recall Knowledge on more types of creatures than Arcana or Occultism can. And CHA-based skills are useful both in and out of combat, whereas INT-based skills can struggle in either.
Actually it's Society + Arcana + Lores + Occultism vs Nature + Religion.
Here you can find your comparison list.
Consider also that you won't probably need to recall knowledge on good creatures like celestial, which makes things even easier.
Apart from that, you could also consider 1 lore "undead" and 1 lore "fiend" which auto lvl and the wizard is set. Way better than a druid or a cleric ( they wouldn't be able to do the same, since lores are int based ). Eventually, even badric lore could come in handy.
INT’s only advantage is extra Trained skills, but that has diminishing returns, both as your PC increases level and as you reach skills that aren’t important for your PC. Trained proficiency cease being adequate for on-level checks past a certain point, but at L10 and L20 INT-based PCs become Trained in skills that they hadn’t needed up until that point. Also, any PC build who is short on trained skills can get them easily through ancestry feats, multiclass archetypes, or Untrained Improvisation.
I could agree that by taking untrained improvisation or clever improviser a character might ignore extra skills, but that the more you proceed the useless are skills, it might be true only if you minmax a character.
We have 4 attribute increments every 5 levels, and 2 attributes out of 4 ( STR and CONST ) don't have related skills ( apart athletics )
Which leaves you enough room to have a well rounded class ( especially int based ones, which are not combatants ) which might benefit from even trained skills.
It's true that you could expend feats to get more skills, but what if somebody wouldn't? It would be extra ancestry, general and skill feats.
WIS is better than INT in all respects. It’s governs Will Saves and Perception checks (bonuses to either are less common than means of getting Trained skills), and Nature and Religion are more useful than Arcana or Occultism at Recall Knowledge. It’s a glaring flaw in the game’s balance.
Wisdom is awesome when it comes to combat, as it is dexterity, constitution, str and even charisma. No doubt about that.
But I don't see that as an issue ( the wizard, as any other spellcaster, would be probably out of troubles most of the times. Not to consider that it would probably put some points in wis, char const and even dex ).
Apart from that, I suppose is that there could be some extra skill feats which allow the character to use "specific skill actions" with int skills.
Something Like:
- Acrobatic Performer
- Lie to Me
- Courtly Graces
- Impressive performance
and so on.
Maybe a skill which allows to use Occultism to perform a demoralize, or Society to also make a request. Stuff like this.
Ravingdork |
Dargath wrote:Unfortunately I’m like “heh heh lizard wizard” and then of course like Lizardfolk take a penalty to intelligence and im looking at Winter Witch or Wizard in general etc lol.People constantly forgetting about the Voluntary Flaw rule.
Many GMs see that as an optional rule and do not allow it out of hand.
Ravingdork |
NECR0G1ANT wrote:Actually it's Society + Arcana + Lores + Occultism vs Nature + Religion.I think INT is weaker than WIS or CHA for the following reasons. Religion and Nature (WIS-based) can be used to Recall Knowledge on more types of creatures than Arcana or Occultism can. And CHA-based skills are useful both in and out of combat, whereas INT-based skills can struggle in either.
You forgot Craft. Medicine can also be considered a Wisdom-based one, since it can be used to Recall Knowledge for things like cause of death or other medical investigations.
cavernshark |
Deriven Firelion wrote:Arcane list isn't as interesting and spell versatility isn't as useful as many seem to think it is. Spell versatility with the ability to heal is far more useful than some situationally useful utility spells. The most versatile spell lists in PF2 are the Primal and Occult list. By this I mean effective versatility, not just the ability to occasionally pull out a situationally useful spell someone with a skill can easily do as well.The primal list has some amazing versatility in the kind of things it can do: blast, heal, summon, buff, and debuff. But, particularly in the context of accuracy, it has one glaring lack: Will saves. There's Fear, and maybe a curse or something, but other than that there's pretty much nothing on the Primal list that targets Will. And since one of the main arguments often presented for why casters don't need accuracy buffs is that they can target weak saves while martials have to deal with AC all the time, that is definitely a weakness of the primal list.
While a very true point, most of the existing primal casters do have ways of accessing will-targeting spells if they want to fill that gap in their arsenal.
Primal witches can grab hexes (Lesson of Dreams, Lesson of Vengeance). Nymph and Fey sorcerers get a handful of will targeting spells. Elemental sorcerers can use Cross-blooded evolution to get a will-save spell. Even Druids have a feat to add some illusions to their list.
Granted will-save targeting spells will probably always be a weaker area in the primal caster toolbox, but so is reflex for an Occult caster generally. I'd argue that's part of the balance between the lists and a trade off for Occult and Primal flexibility.
The-Magic-Sword |
2 people marked this as a favorite. |
Ruzza wrote:Many GMs see that as an optional rule and do not allow it out of hand.Dargath wrote:Unfortunately I’m like “heh heh lizard wizard” and then of course like Lizardfolk take a penalty to intelligence and im looking at Winter Witch or Wizard in general etc lol.People constantly forgetting about the Voluntary Flaw rule.
if so, intentionally or not, that's a house rule and is therefore outside the scope of this discussion.
NECR0G1ANT |
NECR0G1ANT wrote:I think INT is weaker than WIS or CHA for the following reasons. Religion and Nature (WIS-based) can be used to Recall Knowledge on more types of creatures than Arcana or Occultism can. And CHA-based skills are useful both in and out of combat, whereas INT-based skills can struggle in either.
Actually it's Society + Arcana + Lores + Occultism vs Nature + Religion.
Apart from that, you could also consider 1 lore "undead" and 1 lore "fiend" which auto lvl and the wizard is set.
Had to clip because the website was eating text, sorry.
That's a good point about using Additional Lore, but the WIS-based skills still cover more useful unique creature types (Animal, Fey, Fiend, Monitor, Plant/Fungus, Undead) than the INT-based skills do (Aberration, Construct, Dragon, Humanoid), YMMV. Taking Additional Lore for all of them carrries high opportunity costs.
As for INT-based characters being "not combatants" or "probably out of troubles most of the times" is just not true IME. All PCs need AC, HP, and saving throws which require some combination of STR/DEX, CON, and WIS. Since caster proficiencies are lower than martial's, and wizard/witch are lower still, they need make up the difference by boosting those Ability Scores. While some casters don't need STR, IME CHA is usually better than INT because CHA has better skill and skill feat support.
You may call it min/maxing, but the fact is it's simple to get the skills you want without much INT. OTOH the means of increasing HP, AC, or saves are fewer and more limited in power.
Candlejake |
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Honestly i think blaster casters are better in pf2 than they are in 5E. Im mentioning 5e because, well its the biggest thing on the market right now and nobody complains about casters being bad at blasting there even though it is also common consensus casters are better for buffing and debuffing. Sure 5E has the stronger fireball but it really drops after that and pf2 fireball actually scales better (and can crit). I'd argue cantrips are also better in pf2, they start out a bit weaker but scale more often and Electric Arc exists. And 2 actions in pf2 is comparable to a full acttion in 5e imo.
In addtion to that more classes in pf2 can blast. I think storm druid is an excellent blaster, the focus spell really shining at early levels especially. And bards also actually get some damage spells (my players where shocked when two people in the party crit failed against a phantasmal calamity taking 80 damage and being stunned).
Even if you dont compare that in a vacuum but from a class balance perspective, in 5e a caster also can never ever hope to deal as much single target damage as a martial. A Sharpshooter archer, Great weapons barbarian or Polearm Mastery Fighter will be far far ahead of them. Where they shine is AoE and that is honestly the same in pf2.
If i'd complain about casters being weaker than in other versions it would be utility actually. Buffs work great, Healing is in a really good spot (A full healer archetype being playable and good while at the same time not being a necessity is a f+$!ing amazing achievement imo) but utility spells all have a really low duration or much smaller effect.
For me the offender is Vancian casting. I also dont like how 5e did it because there it feels like prepared is better than spontanous in every single way but it still is a bit too much of a hassle in pf2 imo. I hope the coming variant rule in the magic book will help that. I have high hopes that book will help people liking spellcasters more in this book.
Dargath |
Honestly i think blaster casters are better in pf2 than they are in 5E. Im mentioning 5e because, well its the biggest thing on the market right now and nobody complains about casters being bad at blasting there even though it is also common consensus casters are better for buffing and debuffing. Sure 5E has the stronger fireball but it really drops after that and pf2 fireball actually scales better (and can crit). I'd argue cantrips are also better in pf2, they start out a bit weaker but scale more often and Electric Arc exists. And 2 actions in pf2 is comparable to a full acttion in 5e imo.
In addtion to that more classes in pf2 can blast. I think storm druid is an excellent blaster, the focus spell really shining at early levels especially. And bards also actually get some damage spells (my players where shocked when two people in the party crit failed against a phantasmal calamity taking 80 damage and being stunned).
Even if you dont compare that in a vacuum but from a class balance perspective, in 5e a caster also can never ever hope to deal as much single target damage as a martial. A Sharpshooter archer, Great weapons barbarian or Polearm Mastery Fighter will be far far ahead of them. Where they shine is AoE and that is honestly the same in pf2.
If i'd complain about casters being weaker than in other versions it would be utility actually. Buffs work great, Healing is in a really good spot (A full healer archetype being playable and good while at the same time not being a necessity is a f@&+ing amazing achievement imo) but utility spells all have a really low duration or much smaller effect.
For me the offender is Vancian casting. I also dont like how 5e did it because there it feels like prepared is better than spontanous in every single way but it still is a bit too much of a hassle in pf2 imo. I hope the coming variant rule in the magic book will help that. I have high hopes that book will help people liking spellcasters more in this book.
Yeah one of my dreams is running a Goblin Flame Oracle who is typically uses buff and healing spells, like Bless, Heroism, Heal, and so forth. However when it's time to nuke he starts snapping his fingers essentially blowing focus spells to ramp up his curse until you know the Major stage at higher levels, just dealing constantly burning damage and flinging fire-trait spells everywhere blowing everything up.
I think it's an extremely cool character concept, but I wasn't sure if it would like...live up to the expectations of flipping the three switches to get to Major Stage and then just waylasting everything for a single encounter lol.
Arachnofiend |
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Yeah the Goblin Flame Oracle is just really good. Flame Oracles have the most consistent source of persistent fire damage in the game, arguably even better than bomber Alchemists, so Burn It is an amazing feat for them. Flame Oracle is one of the best mysteries in general, since it's benefits are really strong and the drawbacks are more build restriction than an actual detriment in play. Thanks to Divine Access and the wide variety of gods with the fire and sun domains the divine spell list's limitations are basically a non-issue.
Deriven Firelion |
If you want to see caster vs. martial balance at high level, stat up a bunch of pure martials and a bunch of pure casters, then have them do battle against each other. High level casters unloading AoE nuke spells while flying and invisible is not fun for martials. It was when that started occurring and my martial players started crying about TPKs I decided to use caster enemies sparingly at the higher levels. When every 2 action spell is basically hitting everyone, it's not real fun unless everyone is Dex-based saves specialist.
Cyouni |
If you want to see caster vs. martial balance at high level, stat up a bunch of pure martials and a bunch of pure casters, then have them do battle against each other. High level casters unloading AoE nuke spells while flying and invisible is not fun for martials. It was when that started occurring and my martial players started crying about TPKs I decided to use caster enemies sparingly at the higher levels. When every 2 action spell is basically hitting everyone, it's not real fun unless everyone is Dex-based saves specialist.
Bear in mind casters (and well, everyone) are not generally supposed to be pre-buffed.
Arakasius |
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Sure not supposed to be pre buffed but if you start the two a reasonable distance from each other just a round will get a lot of annoying defences up. At high level the only way a martial party would win is if they started at close quarters.
Anyway I feel this discussion has been argued multiple times before on this forum. Martials are better at low levels and casters at high. This was the same in PF1 but the difference there was greater in both ways, so PF1 had a bigger swing as you levelled. I’m not sure what they do with spell DCs. I can see item bonus for spell attack rolls but like it or not true strike exists and that has to be taken into account. I don’t expect to get any general caster dc items unless they truly feel there is an imbalance. If there is maybe there would be a +1 to Spell DC item at level 10 or so.
roquepo |
Bear in mind casters (and well, everyone) are not generally supposed to be pre-buffed.
While I generally agree, divination spells make precasting possible even with the short duration most buffs have and they are commonly used by many people.
But like it or not true strike exists
Reminder that martials can also cast True Strike (Ancestry feats or caster dedication) and it has never broke anything.
In regards to the blasting thing, area blasting is so good in this edition that it would be insane to recommend someone to ignore those spells. AoE damage spells are used when going against multiple enemies, normally weaker or same level as you. Due to 2E math, they will fail or critically fail fairly often resulting in absurd amounts of damage. I have dealt in the past almost 200 damage in a single turn at level 6 with a 3rd level Fireball.
Single target blasting is other thing completely though. I can perfectly see why so many people think it is severely lacking.
FlySkyHigh |
If i'd complain about casters being weaker than in other versions it would be utility actually. Buffs work great, Healing is in a really good spot (A full healer archetype being playable and good while at the same time not being a necessity is a f*&@ing amazing achievement imo) but utility spells all have a really low duration or much smaller effect.
So wanted to touch specifically on this point. Are you positing that 5e casters have better utility than PF2 casters? With the concentration system of 5e buffing as a concept was nerfed into the ground, as was a large number of debuffs.
Obviously compared to 3.x/PF1 any caster is going to fail in terms of sheer utility, but I think PF2 casters are still extremely useful across the board, and in fact buffing/debuffing is where they shine the most.
CForCartosin |
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So I do think that at least a spell attack boost item would be really good for casters who do like the attack spells, True Strike is not the fix for attack spells it should be a bonus.
However the main point of this is to boost up that AOE blasting is super strong in 2E. I'm playing a fighter currently, and the sorcerer in my party is the main damage dealer even though I do try to keep up.
In our recent big arc ending fight, we were fighting a huge group (20ish) of frost giants and with one 7th level Chain Lightning she dealt over 1,000 damage with a large number of them crit failing their save.
She has also been making my character look like a wimp for the past few arc, carrying us through several fights.
Also, just a little funny anecdote about how powerful Magic Missile really is. We just had a a test with an ancient super-strong monk who was built as a level 20 character, while we were only level 14. Out goal was to just take him down to half HP, but with the sorcerer getting out of range with lots of climbing and flight (goblin climbing shenanigans) and just the absolute spamming of 3-action magic missiles we were able to bring him down to about 20 hp. Granted we did get two free turns of the enemy not reacting, but I still found it impressive.
Deriven Firelion |
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Deriven Firelion wrote:If you want to see caster vs. martial balance at high level, stat up a bunch of pure martials and a bunch of pure casters, then have them do battle against each other. High level casters unloading AoE nuke spells while flying and invisible is not fun for martials. It was when that started occurring and my martial players started crying about TPKs I decided to use caster enemies sparingly at the higher levels. When every 2 action spell is basically hitting everyone, it's not real fun unless everyone is Dex-based saves specialist.Bear in mind casters (and well, everyone) are not generally supposed to be pre-buffed.
Sort of depends on the set up. If they both know they're coming after each other, then the casters can prepare for that. All casters are ranged and don't have to waste time closing the distance before they act. And if you include a divine caster or two, they can erase damage or bring someone back to life.
Martials are very good at doing single target damage with some effects here or there. If that is the criteria for martial vs. caster balance, then I guess you're basically asking casters to be able to do everything like PF1. Casters can do a lot more stuff martials can't limited only by the spell lists that are soon to increase with more books.
Right now, if we had damage meters, the druid would be pushing the top of the meter in almost every fight that wasn't a single target Level+1 or +2 monster. In fights with lots of creatures, the druid usually levels the enemy far quicker than the martials.
I do understand where this feeling comes from. Most people play in that 1 to 10 range. If all you ever do is play lvl 1 to 10, you'll think casters are ok but a little weak. Lvl 11 seems to be that cut off. Once casters get past lvl 11, the game gets almost boring because casters make everything so easy whether it's the cleric erasing damage or the druid nuking Lvl-1 or 2 minions into the ground quickly.
Candlejake |
Candlejake wrote:If i'd complain about casters being weaker than in other versions it would be utility actually. Buffs work great, Healing is in a really good spot (A full healer archetype being playable and good while at the same time not being a necessity is a f*&@ing amazing achievement imo) but utility spells all have a really low duration or much smaller effect.
So wanted to touch specifically on this point. Are you positing that 5e casters have better utility than PF2 casters? With the concentration system of 5e buffing as a concept was nerfed into the ground, as was a large number of debuffs.
Obviously compared to 3.x/PF1 any caster is going to fail in terms of sheer utility, but I think PF2 casters are still extremely useful across the board, and in fact buffing/debuffing is where they shine the most.
Oh no with utility i didnt mean buffing and debuffing. I agree, people tend to forget concentration when comparing pf2 casting and 5e casting and not having to worry about that is HUGE for pf2 casters and makes them more attractive casters.
No what i meant is like actual out of combat utility and movement spells. I didnt have a better word for that. 5e casters have a lot of "i just use a spell on this problem and it is fixed without a roll" because 5e is more about ressource management (or at least its supposed to be). Like for example how illusory disguise only allows to mimic the looks of a specific enemy when upcast while 5es disguise self just can do that from the get go. Or how in pf2 the fly spell is lower level, lasts twice as long and gives 2,5 times the movespeed (it is concentration but still). Invisibility in 5e lasts 6 times as long. Create water creates 5 times more water in 5e and create food also supplies water. Knock automatically unlocks something, no check required, control water can do much more. I think the list goes on in that theme. The divine list imo suffers the most from this because they are full of OoC utility stuff (seriously, i hope for some nice divine list buffs in secrets magic. That list has so many holes in it)
Short range teleportation as well, 5e has stuff like misty step for lower levels and dimension door is i think also lower level and allows to take someone with you.
where pf2 actually got 5e beat though is longer range travel. Teleport comes online a level earlier and has no chance to horribly fail. Sure the 5e version is only one action and also possible worldwide but in a campaign setting you can go very far with the 100 miles that the pf2 version gives and at level 7 its a 1000 miles. And while the 1 action allows for combat escape, primarily its a traveling spell. pf2 also has shadow walk which is such an amazing travel spell.
The Gleeful Grognard |
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So wanted to touch specifically on this point. Are you positing that 5e casters have better utility than PF2 casters? With the concentration system of 5e buffing as a concept was nerfed into the ground, as was a large number of debuffs.
Obviously compared to 3.x/PF1 any caster is going to fail in terms of sheer utility, but I think PF2 casters are still extremely useful across the board, and in fact buffing/debuffing is where they shine the most.
5e has longer spell durations, neo vancian preparation and free heightening based on casting. Couple this with spells like fly or invis coming online earlier and often having greater impact.
Yeah I would say 5e casters have more utility beyond the very early levels. This is not a bad thing for PF2e though, casting is in a good place baseline. 5e while not PF1e bad when it comes to martial caster discrepancies is pretty damn bad mid to late levels.
On that note, people keep saying level 10 is high levels, as opposed to being mid levels.
Single target blasting mainly suffers from a lack of pure single target spells without riders imo, while I certainly agree spellcasters could do with more class feats (metamagic specifically) to enhance blasting on a raw damage level they handle themselves well if you look at spells like sudden bolt or other pure damage single target casts.
As for flanking and spell attacks not getting it. Only during the low levels really, there are so many ways to obtain flatfooted in this game. It is why I feel gang up is a bit of a trap feat for many parties, it looks amazing on the face of it but in reality is only helping in extreme niche scenarios and there are better uses for the slot.
Ubertron_X |
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I do understand where this feeling comes from. Most people play in that 1 to 10 range. If all you ever do is play lvl 1 to 10, you'll think casters are ok but a little weak. Lvl 11 seems to be that cut off. Once casters get past lvl 11, the game gets almost boring because casters make everything so easy whether it's the cleric erasing damage or the druid nuking Lvl-1 or 2 minions into the ground quickly.
Giving the topic a lot of thought I think much of the perceived problems with casters are somewhat home-made by Paizo in a best-intentions-gone-wrong kind of way. But let me share some of my considerations.
Traditionally casters are weakest at low level, mainly due to scare ressources (spell slots) and possibly also due to lack of potent spells. Thus Paizo introduced unlimited attack cantrips to help casters overcome some of their deficits. These cantrips are in a way comparable to martial weapon attacks and mostly use attack rolls, which works perfectly well during levels 1 to 4, i.e. a big help during the exact time casters are usually deemed weakest.
Then we move to level 5 (and perhaps also at level 11 as Deriven has indicated) and *BÄM* big meta shift for casters.
Ever more and even higher spell slots become available => no more need to use cantrips or even lesser spells
Ever more potent spells become available => no more need to use single target spells as a means of attacking your foes
Martial proficiency outclasses caster proficiency => single target attack spells become a liability without enhancement (e.g. Hero Points or True Strike or Buffs/Debuffs)
And this is where the problems start as most players new to the system will neither easily realize that there has been a meta shift nor have they been prepared for a meta shift by the game itself (and martials do not seem to have to copy with meta shifts of this magnitude). Instead casters had 4 full levels to learn to use attack spells as their bread and butter solution, may easily also have picked up some additional attack spells (mainly because good low level AOE spells are hard to find) and are now wondering why they are beginning to fail using their limited ressources at an increased rate.
All in all this could be an example where due to actual game experience a purposeful and well meant design decision leads to the perception of weakness.
Note that this does not explain how higher level non-cantrip attack spells are somehow still left in the dust, however the above may be part of an explaination why despite many beneficial changes caster play experience might still be misleading during early and mid levels.
Deriven Firelion |
Deriven Firelion wrote:I do understand where this feeling comes from. Most people play in that 1 to 10 range. If all you ever do is play lvl 1 to 10, you'll think casters are ok but a little weak. Lvl 11 seems to be that cut off. Once casters get past lvl 11, the game gets almost boring because casters make everything so easy whether it's the cleric erasing damage or the druid nuking Lvl-1 or 2 minions into the ground quickly.Giving the topic a lot of thought I think much of the perceived problems with casters are somewhat home-made by Paizo in a best-intentions-gone-wrong kind of way. But let me share some of my considerations.
Traditionally casters are weakest at low level, mainly due to scare ressources (spell slots) and possibly also due to lack of potent spells. Thus Paizo introduced unlimited attack cantrips to help casters overcome some of their deficits. These cantrips are in a way comparable to martial weapon attacks and mostly use attack rolls, which works perfectly well during levels 1 to 4, i.e. a big help during the exact time casters are usually deemed weakest.
Then we move to level 5 (and perhaps also at level 11 as Deriven has indicated) and *BÄM* big meta shift for casters.
Ever more and even higher spell slots become available => no more need to use cantrips or even lesser spells
Ever more potent spells become available => no more need to use single target spells as a means of attacking your foes
Martial proficiency outclasses caster proficiency => single target attack spells become a liability without enhancement (e.g. Hero Points or True Strike or Buffs/Debuffs)And this is where the problems start as most players new to the system will neither easily realize that there has been a meta shift nor have they been prepared for a meta shift by the game itself (and martials do not seem to have to copy with meta shifts of this magnitude). Instead casters had 4 full levels to learn to use attack spells as their bread and butter solution, may easily also have picked up...
I don't think all casters are this way. It's mainly wizards and sorcerers depending on the bloodline.
Bard: I had little trouble shifting. Composition cantrips are immensely useful from lvl 1 to 20.
Druid: I did not have thee same trouble shifting. Storm druid spell Tempest Surge is pretty awesome and I get to use it one or more times a battle. I get an animal companion. I get shapechange if I want it.
Witch: Witch has a constant supply of hexes every battle that do something useful if you pick the right patrons.
Sorcerer: Some of their focus spells are very good, some suck. Using a good focus spell 1 to 3 times a combat is very nice.
Cleric: Healing is always useful. You can usually build for some combat utility and get some nice buff spells or save dead.
Wizard: Awful class abilities and focus spells mostly. Situationally useful at best. They feel terrible. You're always relying on your spells and don't really have much to look forward to. The wizard class just doesn't feel good IMO even up to lvl 10 or so. It doesn't have much interesting going for it.
Unicore |
Another way the importance and utility of casters is massively undervalued in PF2, is how effective the counter spell/anti-magic game can be. The fact that counteracting works effectively against level+1 effects is subtle, but incredibly powerful in the PF2 casting framework. Facing higher level casters as enemies is a scary prospect in PF2, but with a well informed wizard, you can really shut them down. Having lots of spell slots and a prepared spell list can make a big difference there.