Verzen's Review of Kineticist


Kineticist Class

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

After thinking about the kineticist more and doing some of the maths, here is my review of the kineticist.

So I will explain what I loved and didn't love about each feature.

Ability Stat

What I like:
I LOVE con as the ability score. It's unique in PF2e.

What I don't like:
The lack of uses con actually has. It needs to actually DO something aside from just increase DC.

What I would like to see changed:
Make the kineticist into a D12 class with con as its stat and introduce a balanced 'strain mind' like ability that psychics get, usable multiple times a day, but can increase your effective level with your impulses. If you're level 1, you can cast an impulse as if you were level 2 or 3 etc, but the damage gets exponentially harsher and harsher and just make it like strain mind works, but usable multiple times for combat. So what if people can just 'heal you' out of it? What it DOES do is that it provides some kind of limit for your abilities and if the cleric wants to heal you, they can provide you more of that limit. It creates a mechanic never seen before in PF2e that I think would be amazing to see on a class.

The Gates

What I like:
Allowing multiple feats at first level being able to pick what element I want and how many I get. The fact that specialization allowed more feats than dual which allowed more feats than universal is really cool for 1st level characters and really helps define them.

Things I don't like:
The fact that dedicated gate drops off at later levels in favor of dual or universal. In fact, at level 20, universal can literally cherry pick the best feats.

Dedicated Gate

What I like:
I love how dedicated gate is hyper focused on one element and allows you to really encompass that feel.

What I don't like:
Dedicated Gate gets overshadowed by both Dual and Universal. Dedicated should get more efficiency with its blasts, like perhaps having gather elements as a free action for dedicated only. Or it should be able to deal more damage.

Dual Gate

What I like:
Dual gate allows me to use two different elements which is pretty cool.

What I don't like:
The two elements should literally be fused together instead of separate. If i am fire and water, there should be a line in there about how every impulse I use and every blast I use is both fire and bludgeoning and that I am using steam instead of fire to make my attacks. Dual should ONLY be about hybrids. If I gather an element as a dual, I should be able to use either of those elemental feats, but they would be hybrid impulses. If I use the 1st level Tidal Hands ability as an earth/water dual gate, the ability itself should gain the earth trait it would be mud. If I am fire/water, that same ability would deal both bludgeoning and fire damage and it would gain the fire trait. This would be the advantage of having dual gate. I shouldn't have a choice of just being able to use fire or water. It should only come from the combination of both.

Universal Gate

What I like:

I like how you can essentially be all the elements right from the start.

What I don't like:

This path overshadows literally every other path the closer you get to 20. You can cherry pick the best talents from each path.

Summary of the Gates
Dedicated Gate should be the most efficient gate with the highest damage potential with just its one element.

Dual Gate should be able to combine two elements into a different element and be the only gate that can do that. Dedicated and Universal shouldn't have access to this hybrid or fusion of elements.

Universal Gate should be the jack of all trades, master of none. They can cherry pick the best feats, but they aren't as strong as dedicated gate and they aren't combined like Dual gate.

Gather Element

What I like:
I like how there is a move to literally gather an element using an action.

What I don't like:
This feels like a major feat tax for no real pay off. A lot of the overflow abilities require significant action investment for very little pay off and uses Gather Element as a tax.

What I'd change:
Make Gather Element work similar to Elemental Defense from PF1 where, while an element is gathered, you gain passive buffs. Earth gives you resistance and AC along with shield block, fire gives you a damage shield, water gets you concealment, etc.

Which brings me to my next point

The lack of Elemental Defense

Elemental defense was such a staple of PF1 kineticists that it needs to come back in some form. I want to FEEL like an element embodies me and it's difficult to do that when I just feel like an elemental sorcerer.

Elemental Blast

What I like: Not much, tbh.

What I don't like:
I'm not a big fan of making them like normal strikes. I feel like the flavor of it gets a little weird when they are buffed by regular runes. The damage of air is pitiful. Strikes feel like something you want to do as a filler. They have no bonuses to damage aside from limited stat increases. They deal very low damage. They cost actions, so they get in the way of gathering elements and using your cooler impulse actions. It feels like you have to choose. Do you want to use your cooler impulse actions by gathering power or your lame attack that barely deals damage to single targets. I'd much rather the final version combine the two in some way to make it feel like the two are more connected together in some way so it doesn't feel like I am having to choose between the two which just feels bad. Plus I'd only ever use Elemental blast as a filler and that feels bad.

One other thing I dislike - The lack of hybrid elemental blasts for dual gate. I don't want fire or earth. I want LAVA!

I do wish that the ability to change the form and substance of the elemental blasts were still a thing. It would give me more of a reason to care about them rather than just ignoring them and wanting to focus on impulses.

Random Thoughts on feats etc

Gathering Element and equipment:
Elemental Weapon and Stone Shield. Can they be used at the same time? It's unclear. But what isn't unclear is that I can't make a lava shield (fire and earth shield) and use a lava blade.

I also can't use just an earth shield and a fire blade either. I have to pick one or the other.

Assume Earths Mantle:
Assume Earths Mantle should be level 1. Let me build up with it in mind much like how Mountain Stance is level 1. In fact, imo, every element should have something similar to Assume Earth's Mantle that acts as their Elemental Defense that they start with. Dual Gate should be able to start with TWO of them combined. (So if I get earth and fire.. I would get assume Earth's Mantle AND some damage shield that works as some Assume earths lava ability. This would be one of the main benefits of dual gate)

Then make Assume Earth's Mantle not as strong at the beginning but works up to what it is at level 14. This way I don't have to invest in stats I don't need, like dex, only for my entire design to change at level 14. Do armor runes work with Assume Earths Mantle? If not, it feels like I'd actually lose stats with it as is, as well.

Action Economy: The action economy is rough and it seems a bit anti-synergistic. Gather elements takes 1 action and I have to use it in order to use some of the 3 action activities, then it takes me two turns to set up an ability that the payoff is relatively weak. I'm really not sure the juice is worth the squeeze.

Things like stoke element is cool for being a dedicated gate and all but it costs 1 action for a class that is already feat starved. Using an impulse that takes 5 actions to pull off feels rough and not exactly fun.

DPS potential:
The damage on the impulses are very low. When you get to high enough level, the amount of times you can use spells and abilities every day is inconsequential. The idea of an all the time blaster works really well in computer games, but in PF, we blast blast blast and then the party rests. We are reliant on the lowest common denominator of resources of the party and they often have the highest damage potential. I think the DPS should be increased to accommodate that, otherwise, the DPS will be so low with the kineticist no one will want to play one as they'd rather just play a caster, since they can just rest once their spells are gone anyway, and then get them back.

Lack of Burn:

Im not a fan of the lack of burn. I'd support very low damage like it is now on the class if I had the ability to tax my body in some way to increase the effective level of the ability.

The Elements themselves:

Fire seems to be the lowest damaging element. It doesn't feel like fire at all to me, either. Lack of persistent fire damage on the abilities. This seems the exact opposite of how PF1 was where fire was the highest damaging element. Flame Eruption for example deals almost no damage. 1d6. It's infinitely worse than a cantrip.

Earth seems fine to me. I love how defensive it feels. It should be the most sturdiest element. I'd like to see some more defensive options though as well, maybe even defensive group options.

Water seems interesting. In PF1e it was more of a healer, but it seems water is now a DPS oriented element which is an interesting design choice. Probably has some of the highest DPS oriented Impulses.

Air has some very fun looking abilities like the apply nicknamed, "Power Word Yeet" at level 4.

Battlefield control and manipulation:

This is one of the things I LOVED about PF1e kineticist and I love about PF2E kineticist, but I don't think it goes far enough.

I should be able to get a feat where I can create a stone castle similar to creating a mansion feats some classes get.

I want to be able to control the entire battlefield by rising mountains or creating flame walls and I want them earlier. I love that feel of altering the very battlefield we're on.

Auras:
I love the Auras, but I'd put into the kinetic aura, as a default, that I can allow allies up to my con modifier to ignore the auras effects as a built in mechanism. This way I am not running around harming my party.

I'd prefer it if auras came online independently of me having to waste a turn on them though. For an already action starved class, I could do a lot to waste turns and by the time I finish "setting up" the fight will be over.

That's not very fun.

Well, that's all I have for now.


I suggest that you Link this thread to First impressions thread. This help everyone maybe even the designers to compare the opinions and viewpoint.

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