
Kyrone |
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What elemental stuff you think that the class should have? We have sending creatures into the air with flinging updraft, surf around the field with water dance, create a stone construct and have a jet move on fire, so what other unconventional or non-direct damage impulses you would like?
A few of mine:
- A fire reaction to put a barrier of fire around you, kinda like the water one but fire, hurting the attacker.
- Still on fire reaction, a smoke reaction making you concealed or hidden from the triggering attack.
- A hole earth impulse, where the heck are my holes or fissures?

Alchemic_Genius |
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Personally, I wish there was more uniqueness between the elements overall. When I saw the class, my immediate thought was to the guild wars 2 elementalist. They could control the 4 classical elements in western alchemy, but each one had a theme; water was about healing and hindering foes, earth was about protection and forced movement, fire had an aoe and persistent damage, and air had a lot of single target damage and movement.
While I don't think the kineticist needs to follow these exactly (in fact, I hope they continue to give every element utility amd movement), I do wish there was a little more difference in each of their powers.
As far as specifics:
-water getting more ice themed abilities, like making unstable terrain, walls of ice, etc. Would also love stuff like turning invisible while submerged, the ability to conjure up pools of water at earlier levels, make geysers, etc
-fire leaning more into the application of heat, through both making mirages as a limited illusory object type deal or making things invisible as well as offensively like causing exhaustion through the fatigued and/or drained plus light fire damage. Smoke themed abilities, both general concealment stuff as well as stuff like a stinking cloud type thing would be awesome. Probably throw in a heatvision type deal too, to see through smoke and heat like the ifrit feat.
-earth to get more stuff to make pits or pillars of earth, effectively limited battlefield reshaping. I think the later could probably be done as a modification or extension of the wall making power. Also some that grants tremorsense (and heighten to precise) would be cool. We all know people are gonna want to be toph.
-air is honestly my fave so far, butbI wouldn't mind seeing more lighting and sonic stuff, again, offensively and utility wise, like making a thunderclap that can deafen and maybe stun on a crit fail, but also utility stuff like sharpening your sense of smell to grant scent or scanning the vibrations in the air to gain echolocation

Dubious Scholar |
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I'd love to see more aura shenanigans. Like, say, a high-level dual element feat that would let you maintain two auras at once as long as it was one from each of your two elements. It might be a bit pricey on teh sustain actions, but....
Kinetic auras don't require actions to sustain though. You just activate them and then it's on unless you drop.

roquepo |
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Sanityfaerie wrote:I'd love to see more aura shenanigans. Like, say, a high-level dual element feat that would let you maintain two auras at once as long as it was one from each of your two elements. It might be a bit pricey on teh sustain actions, but....Kinetic auras don't require actions to sustain though. You just activate them and then it's on unless you drop.
I think Kineticist should not interact with the sustain mechanic at all. It is draining for the action aconomy and it is not as if the class had much actions to spare.
As for me, I would like to see an elemental transformation a la Assume Earth's Mantle for all elements. I think it would be cool.

Perpdepog |
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I'd also like the ability to assume a mantle for each element. Air gives us the ability to use Gaseous Form and fire gives Fiery Body, but I don't think there's one for water as of yet. I'm not sure if I'd like those forms to be more utility-focused or battleform-y though.
Most of my hopes are for metal though. I'm looking forward to stuff like being able to repel or attract metal weapons and armor, or use sources of metal to fling myself around the battlefield, or having an aura of rust/radioactive decay that can hand out debilitations.

Ryuujin-sama |

Auras aren't sustain, but they are limited to one active at a time.
I do like the idea of a Dual Gate being able activate two auras, one from each of their elements. But I would also like Dedicated Gate to be able to have more than one aura active as well. Of course I am hoping the final version will have more than two auras per element.

Errenor |
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I would like to have tornado legs for air, like I'm a wind based supervillain or genie from a poorly animated cartoon from the 1970's.
Air already has permanent wings. You can reflavour them as tornado legs if you like I guess.
It looks like it could already be possible depending on interpretation.
-earth to get more stuff to make pits or pillars of earth, effectively limited battlefield reshaping. I think the later could probably be done as a modification or extension of the wall making power.

Ravingdork |
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DM_aka_Dudemeister wrote:I would like to have tornado legs for air, like I'm a wind based supervillain or genie from a poorly animated cartoon from the 1970's.Air already has permanent wings. You can reflavour them as tornado legs if you like I guess.
Alchemic_Genius wrote:It looks like it could already be possible depending on interpretation.
-earth to get more stuff to make pits or pillars of earth, effectively limited battlefield reshaping. I think the later could probably be done as a modification or extension of the wall making power.
Meh. You can only have one at a time though, which limits its usefulness.
Would have been much cooler if you were allowed to stack multiples on top of one another or side by side, to create sniper platforms, palisades, etc.
Also, being able to make temporary terrain that is 5x5x25 or roughly 10x10x10 at EIGHTEENTH FREAKING LEVEL is absolutely laughable.

AnimatedPaper |

While I don't think the kineticist needs to follow these exactly (in fact, I hope they continue to give every element utility amd movement), I do wish there was a little more difference in each of their powers.
My specific wish is that each element has a favored effect that is on the majority of their impulses, like (just naming stuff off, not strongly suggesting any of it) push for water, movement for air, difficult terrain for earth. Maybe dazzle (or other perception shenanigans) for fire? Persistent damage for metal? Temporary HP for wood?
I'm not settled on anything; I just hope that, if the majority of impulses are going to be a combination of effects, that each element gets a discounted effect that becomes in part their signature style.

Ravingdork |
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Alchemic_Genius wrote:While I don't think the kineticist needs to follow these exactly (in fact, I hope they continue to give every element utility amd movement), I do wish there was a little more difference in each of their powers.My specific wish is that each element has a favored effect that is on the majority of their impulses, like (just naming stuff off, not strongly suggesting any of it) push for water, movement for air, difficult terrain for earth. Maybe dazzle (or other perception shenanigans) for fire? Persistent damage for metal? Temporary HP for wood?
I'm not settled on anything; I just hope that, if the majority of impulses are going to be a combination of effects, that each element gets a discounted effect that becomes in part their signature style.
I was thinking something similar yesterday.
Air = Mobility and sniping options
Earth = Tanking, ground control, best melee
Fire = Higher damage and bigger area effects
Water = Utility options and debuffs
Metal = Persistent damage and other unusual attack forms (such as poison)
Wood = Healing, condition removal, and battlefield control
Of course, all elements would have some overlap with these things, but this is where I think each element should stand out above the others; their areas of focus or specialization as it were.

Gaulin |
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Maybe this isn't the best place to bring it up but I would like almost the opposite of what most are bringing up - more universal options for elements. Keep what makes elements unique, of course, but I would like universal overflow abilities, mostly for damage. I don't think it's really fair that water has an awesome 1st level blasting ability while others don't. Give a tidal hands esque universal overflow, and water something more unique. There's really no reason only water should have a cone based damage ability early on, while others don't.

Dubious Scholar |
As far as the shape of AoE goes, line vs cone is a wash in my opinion. The width of the cone is a double edged sword.
Aerial Boomerang has lower minimum and higher maximum than Tidal Hands, and a 60' line is a good shape to work with.
I think the shape on Tremor is... probably fine? The burst size might need to be bumped to 10'. The bigger issue is it's behind on damage compared to water or air.
There's no need for all the elements to use the same shape of AoE.

AnimatedPaper |
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Maybe this isn't the best place to bring it up but I would like almost the opposite of what most are bringing up - more universal options for elements. Keep what makes elements unique, of course, but I would like universal overflow abilities, mostly for damage. I don't think it's really fair that water has an awesome 1st level blasting ability while others don't. Give a tidal hands esque universal overflow, and water something more unique. There's really no reason only water should have a cone based damage ability early on, while others don't.
Actually I agree. I even think this and my desire can dovetail; there’s no need for bleed over of effects if there was a few more universal options. And you’re right that high damage options, which by necessity can’t have all the complex effects of most overflow impulses (or really even any strong rider effects if you’re also going to have budget for raw numbers), would be good ones to focus on for universal abilities.

Sanityfaerie |
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Maybe this isn't the best place to bring it up but I would like almost the opposite of what most are bringing up - more universal options for elements. Keep what makes elements unique, of course, but I would like universal overflow abilities, mostly for damage. I don't think it's really fair that water has an awesome 1st level blasting ability while others don't. Give a tidal hands esque universal overflow, and water something more unique. There's really no reason only water should have a cone based damage ability early on, while others don't.
What I'd like to see? Sort of this. Have a single feat, grants a basic template effect, and then each element gives it some extra advantage. Like, "if you do this thing with fire, then you deal extra ongoing damage. Air gives you a somewhat larger area. If you do it with water, it might knock prone." Stuff like that. It's a bit of a boost to the universalists, so maybe have this be a mostly lower-level thing, but it both gives everyone access to some basic utility and offers clear indications of what the differentiation between the elements is supposed to be.

Sanityfaerie |

Earth should be able to surf on a giant robot through the sky.
That seems... overly silly.
I would like to see Earth having a way to trip with reach, and somehow immobilize prone foes. It would also be great to see them with a burrow speed.
I'd love to see fire with some sort of fireball teleport - briefly twist your gate to step through from one place to another in the material realm without passing through the space in between (and generating small fireballs on both entrance and exit)
Another amusing one for Fire: body-bomb: reaction to hitting the ground while falling. Sets off an explosion that both reduces or prevents the falling damage and blasts fire at everyone near your landing-place. Possibly one that would work in reverse to let you play silly grenade-jumping games.
Something that I think would be interesting in general - a set of powers (at least one for each element) that would take two actions, have some useful (though not overwhelming) immediate effect, and would then provide some sort of boost to the elemental blasts from that element (duration of "while sustained"). So there's a tradeoff. On the one side you're boosting your core attack, and on the other side you're spending one of your three actions per turn to do it. Honestly, I'd just love to see more interesting ways to mess with your elemental blast overall. Give me a feat that lets me crank it in some way but makes it overwhelm. Give me another than lets me crank it in a different way but makes it two action. Then let me stack all three of those things on there if I'm willing to spend the necessary actions to make it happen.

YuriP |

Grave Knight wrote:Earth should be able to surf on a giant robot through the sky.That seems... overly silly.
I would like to see Earth having a way to trip with reach, and somehow immobilize prone foes. It would also be great to see them with a burrow speed.
I'd love to see fire with some sort of fireball teleport - briefly twist your gate to step through from one place to another in the material realm without passing through the space in between (and generating small fireballs on both entrance and exit)
Another amusing one for Fire: body-bomb: reaction to hitting the ground while falling. Sets off an explosion that both reduces or prevents the falling damage and blasts fire at everyone near your landing-place. Possibly one that would work in reverse to let you play silly grenade-jumping games.
Something that I think would be interesting in general - a set of powers (at least one for each element) that would take two actions, have some useful (though not overwhelming) immediate effect, and would then provide some sort of boost to the elemental blasts from that element (duration of "while sustained"). So there's a tradeoff. On the one side you're boosting your core attack, and on the other side you're spending one of your three actions per turn to do it. Honestly, I'd just love to see more interesting ways to mess with your elemental blast overall. Give me a feat that lets me crank it in some way but makes it overwhelm. Give me another than lets me crank it in a different way but makes it two action. Then let me stack all three of those things on there if I'm willing to spend the necessary actions to make it happen.
Take some abilities inspiration of earth, water, fire and air.

Errenor |
The one thing that bugs me about the earth aura is that you're just pushing people around using dust instead of moving the ground beneath them. That would have been cooler.
This works against air-bound foes though and moving ground wouldn't.
It's not great that a lot of good abilities and spells work only against standing enemies.
Temperans |
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Grave Knight wrote:Earth should be able to surf on a giant robot through the sky.That seems... overly silly.
I would like to see Earth having a way to trip with reach, and somehow immobilize prone foes. It would also be great to see them with a burrow speed.
I'd love to see fire with some sort of fireball teleport - briefly twist your gate to step through from one place to another in the material realm without passing through the space in between (and generating small fireballs on both entrance and exit)
Another amusing one for Fire: body-bomb: reaction to hitting the ground while falling. Sets off an explosion that both reduces or prevents the falling damage and blasts fire at everyone near your landing-place. Possibly one that would work in reverse to let you play silly grenade-jumping games.
Something that I think would be interesting in general - a set of powers (at least one for each element) that would take two actions, have some useful (though not overwhelming) immediate effect, and would then provide some sort of boost to the elemental blasts from that element (duration of "while sustained"). So there's a tradeoff. On the one side you're boosting your core attack, and on the other side you're spending one of your three actions per turn to do it. Honestly, I'd just love to see more interesting ways to mess with your elemental blast overall. Give me a feat that lets me crank it in some way but makes it overwhelm. Give me another than lets me crank it in a different way but makes it two action. Then let me stack all three of those things on there if I'm willing to spend the necessary actions to make it happen.
May I introduce you to Ride the Blast, any element may take it and due to some unique stuff you get things like:
Become the wind as you travel 120ft in 6 seconds.
Arrive in the middle of a eruption of fire.
Shooting past enemies with a torrent of water.
Smash the enemy with a boulder and pop out of it as if it were a giant egg.
But yeah I agree being able to stack effects would be great.

Firebeard92 |
I’d really like to see some additional benefits to having an Element Gathered. Maybe you can Leap further with air gathered, gain a speed boost from fire, a bonus against trips and forced movement from earth, Step further with water gathered.
Alternatively, gain bonus to skill checks associated with the elements.
- Earth getting +1 to athletics for shove and trip and climb
- Air getting +1 to acrobatics for balance and athletics to high or long jump
- Fire getting +1 to demoralize and perform
- Water getting +1 to escape and squeeze and swim