gesalt |
gesalt wrote:Not so minor anymore if that new magic ammo that slows even on a crit success with an indefinite duration until target Escapes is any indication.The ammo that changes damage to bludgeoning and knocks prone on hit and stunned 1 and prone on crit (well, measured against Ref DC) also seems pretty strong. Add to that a bow user can poach Fake Out and put a gauntlet bow on their free hand to use it at-will, and I'd say archer fighter is doing very well with this release.
Oh hey it's attack roll vs ref DC too. Unlethal is a bit of a minus but prone on hit and no incapacitate on that stun is pretty great. I look forward to landing hits that crit vs ref saves.
The Gleeful Grognard |
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Not so minor anymore if that new magic ammo that slows even on a crit success with an indefinite duration until target Escapes is any indication.
I am hoping future books stay somewhat in line with balance now that Mark isn't with the team. I hope Logan doesn't want for a more pf1e/5e style loose balance approach as I would had to have to go back to banning content.
Martialmasters |
gesalt wrote:Not so minor anymore if that new magic ammo that slows even on a crit success with an indefinite duration until target Escapes is any indication.I am hoping future books stay somewhat in line with balance now that Mark isn't with the team. I hope Logan doesn't want for a more pf1e/5e style loose balance approach as I would had to have to go back to banning content.
Same
Squiggit |
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I wouldn't be surprised to see the tendril shot get errata because that's usually not how crit successes work, but by and large most of the stuff published is pretty much fine. There might be a slightly higher percentage of items my players actually want to use than normal, but that doesn't seem like a bad thing.
Kekkres |
gesalt wrote:Not so minor anymore if that new magic ammo that slows even on a crit success with an indefinite duration until target Escapes is any indication.I am hoping future books stay somewhat in line with balance now that Mark isn't with the team. I hope Logan doesn't want for a more pf1e/5e style loose balance approach as I would had to have to go back to banning content.
was mark an issue? this is the first book in quite some time Ive heard talk of being too strong.
Guntermench |
1 person marked this as a favorite. |
The Gleeful Grognard wrote:was mark an issue? this is the first book in quite some time Ive heard talk of being too strong.gesalt wrote:Not so minor anymore if that new magic ammo that slows even on a crit success with an indefinite duration until target Escapes is any indication.I am hoping future books stay somewhat in line with balance now that Mark isn't with the team. I hope Logan doesn't want for a more pf1e/5e style loose balance approach as I would had to have to go back to banning content.
I believe that was saying with Mark things seemed to be fairly balanced, without him things seem to be being introduced that are more powerful.
Michael Sayre Design Manager |
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I wouldn't be surprised to see the tendril shot get errata because that's usually not how crit successes work, but by and large most of the stuff published is pretty much fine. [...]
Already marked for errata. Not sure what happened there but I suspect we'll at least be changing the crit success to "Target is unaffected", and then cascading the other DOS effects down accordingly so that the crit failure falls off and the current failure becomes the crit fail (and probably dropping deafened as well, I'm not sure how that speaks the the item's effect.)
With this much new content, sometimes a couple things slip through the cracks, but we're already working on getting them identified and patched.
Martialmasters |
Squiggit wrote:I wouldn't be surprised to see the tendril shot get errata because that's usually not how crit successes work, but by and large most of the stuff published is pretty much fine. [...]Already marked for errata. Not sure what happened there but I suspect we'll at least be changing the crit success to "Target is unaffected", and then cascading the other DOS effects down accordingly so that the crit failure falls off and the current failure becomes the crit fail (and probably dropping deafened as well, I'm not sure how that speaks the the item's effect.)
With this much new content, sometimes a couple things slip through the cracks, but we're already working on getting them identified and patched.
Thank you for the update
Dargath |
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If we go back to PF1E I will be heartbroken. I didn't play it for a reason. I quickly adopted 4E D&D for the balance. Hated how busted PF1E was. Pun Pun should never exist, why are there so many rules loopholes. In fact I wish casters were a little stronger here, just a touch, to keep everybody even stevens. I want a game where everybody contributes equally, and everybody can play a class they like and still clear content. No "I'm a CoDzilla I show up and end the entire encounter with 1 spell slot" and no "I want to be a wizard but they're useless so I'll just play another fighter." That's why I loved 4E D&D and raiding with friends in MMOs where meta classes didn't matter. I could be whatever class, whatever spec and we always downed bosses.
dmerceless |
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Here's a couple other things that should probably be marked for errata:
- Cassisian Helmet is a 6th level common item that gives +1 status to AC and saves against evil creatures... which are 90% of what most parties fight.
- Greater Phantasmal Doorknob spellheart, when attached to a weapon, passively makes all your Strikes blind on a crit... with no save. At level 10.
CaffeinatedNinja |
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Personally think Falcata and Nodachi should have switched traits. Falcata is a LOT of damage in a fighters hands for a 1handed weapon, deadly d12 seems to make more sense.
Opposite for nodachi, not a great martial weapon, let along advanced, Fatal d12 would make more sense on a 2hander anyways.
Gisher |
1 person marked this as a favorite. |
Squiggit wrote:I wouldn't be surprised to see the tendril shot get errata because that's usually not how crit successes work, but by and large most of the stuff published is pretty much fine. [...]Already marked for errata. Not sure what happened there but I suspect we'll at least be changing the crit success to "Target is unaffected", and then cascading the other DOS effects down accordingly so that the crit failure falls off and the current failure becomes the crit fail (and probably dropping deafened as well, I'm not sure how that speaks the the item's effect.)
With this much new content, sometimes a couple things slip through the cracks, but we're already working on getting them identified and patched.
Thanks for that feedback!
I'm so excited about this book!
Invictus Fatum |
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If we go back to PF1E I will be heartbroken.
Agreed, I haven't gotten the book yet so can't say from experience, but I truly hope Logan and other developers keep balance from creeping. I used to have to ban a lot of content in 3.x and PF1e because I had a mix of power gamers and casuals and if I didn't ban things the power gamers overshadowed the casuals so much.
One thing I love about PF2e is that I've not had to ban any content as it is so beautifully balanced. If that starts changing, I don't know whether we'd stick to Pathfinder and just start banning things again, or go to another gaming system (certainly not one run by WotC though).
Ravingdork |
Do you feel treasure vault introduced minor power creep?
The level 6 item that effectively gives you at-will unlimited 3d8 fast healing certainly gave me pause.
(Only limitation being that you need to spend your reaction every round when damaged in melee while at half hit points or less to benefit for that round.)
Ravingdork |
3d8 are not worth a reaction after level 12
It is if you don't use your reactions for anything else.
bolas that trip 5 feet burst once per day have the potential to be overpowered since weapon doesn't have invested trait
Ooh. I hadn't noticed that. Yeah. Once per day limitations on cheap items don't mean much without investment.
gesalt |
On the more minor end, alchemical reservoir on a double slice build neatly dodges the MAP drawback, doesn't exhaust the reservoire quickly and is super cheap since you never progress past using level 1 bombs with it. Also stacks with energy mutagen.
Fighter with alchemist archetype at 6 can prepare 12 items which is enough to get four encounters at full offense if so inclined. Saves money and you keep getting more reagents for utility or more encounters as you level.
Probably not worth it for single weapons since you still eat the extra MAP penalty after the bomb is used up and you use it up rather quickly.
25speedforseaweedleshy |
ottdmk wrote:What item is this? I can't find an Alchemical Reservoir in Treasure Vault.I blame my brain mixing up item names and descriptions. Weapon siphon is what I was thinking of.
weapon siphon are very weak for melee weapon now energy mutagen are just normal item
weapon siphon and injection reservoir also run in to rule problem with agile grace and flurry ranger
does they just increase map by 1 for them too
Alkarius |
Personally think Falcata and Nodachi should have switched traits. Falcata is a LOT of damage in a fighters hands for a 1handed weapon, deadly d12 seems to make more sense.
Opposite for nodachi, not a great martial weapon, let along advanced, Fatal d12 would make more sense on a 2hander anyways.
100% agree with you, the Falcata does introduce creep, and deadly would be a good errata for it, or Fatal d10.
Considering the formula for advanced weapons is usually just a die increase, or an additional trait, when you compare it to a Pick (d6, Fatal d10), the Falcata gets both a die increase and a boosted trait. Fatal d10 would've been fine. It is minor though, and the crit spec might be the reasoning...
I just feel we just have a clear cut 'best in slot' for a 1H (and definitely sword and board) Fighter, in a system that seems to try not to have one.
Temperans |
How do we feel about Elemental Ammunition and niche protection for alchemist (and maybe gunslinger) as far as pinging weaknesses with persistent damage? Seems like a normal archer can do it pretty cheaply now, although the amount of damage and the action economy are both debatable, I think.
That was never a niche, just pure and uther copium.
Lollerabe |
CaffeinatedNinja wrote:Personally think Falcata and Nodachi should have switched traits. Falcata is a LOT of damage in a fighters hands for a 1handed weapon, deadly d12 seems to make more sense.
Opposite for nodachi, not a great martial weapon, let along advanced, Fatal d12 would make more sense on a 2hander anyways.
100% agree with you, the Falcata does introduce creep, and deadly would be a good errata for it, or Fatal d10.
Considering the formula for advanced weapons is usually just a die increase, or an additional trait, when you compare it to a Pick (d6, Fatal d10), the Falcata gets both a die increase and a boosted trait. Fatal d10 would've been fine. It is minor though, and the crit spec might be the reasoning...
I just feel we just have a clear cut 'best in slot' for a 1H (and definitely sword and board) Fighter, in a system that seems to try not to have one.
I replied to your concern regarding the falcata in the 'advanced weaponery' thread. I think you're making a mountain of a molehill
Red Griffyn |
100% agree with you, the Falcata does introduce creep, and deadly would be a good errata for it, or Fatal d10.
Considering the formula for advanced weapons is usually just a die increase, or an additional trait, when you compare it to a Pick (d6, Fatal d10), the Falcata gets both a die increase and a boosted trait. Fatal d10 would've been fine. It is minor though, and the crit spec might be the reasoning...
I just feel we just have a clear cut 'best in slot' for a 1H (and definitely sword and board) Fighter, in a system that seems to try not to have one.
D8/Fatal D12 > D8/Deadly D12 > D8/Fatal D10
The difference is like ~1-5 DPR on 3 strikes from L1-L20. Like its a ~2-5% drop to go to deadly, another 2-5% drop on dropping fatal D10. Really splitting hairs if ~average of 5% damage is making or breaking balance when its still worse than a 1D12 fighter damage (which is only achieved by actually keeping you're off hand empty and not carrying a shield, which is the main downside of weilding a two hand weapon).
Those gaps also narrow as you get higher static bonus damage on your strikes via Ancestry feats (e.g., duskwalker spirit strikes, dwarven telluric power) or buffs/class features (cleric emblazon armaments, bardic inspire courage, marshal intimidation stance).
Its better to have a 1D10 reach flail because that AoO you pick up after a crit to prone/stand up will blow the falcata out of the water. Even if you only get 1 AoOs a combat from that, you've nearly added 30-40% DPR in a round, which takes 6-8 rounds to equalize with a the falcata if you're 5% less.
Here is a simple graphical representation (no optimization of feats/flourish or press done as the point is to show that the prone + AoO is massive and the difference you suggested is really just splitting hairs):
https://imgur.com/j9PGycK
The Gleeful Grognard |
How do we feel about Elemental Ammunition and niche protection for alchemist (and maybe gunslinger) as far as pinging weaknesses with persistent damage? Seems like a normal archer can do it pretty cheaply now, although the amount of damage and the action economy are both debatable, I think.
Alchemists have value because of triggering it in a large AoE on a miss. Nothing has changed there.
Does elemental ammution have activation requirements like magical ammunition? If so I don't expect anything to change.
Alkarius |
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I replied to your concern regarding the falcata in the 'advanced weaponery' thread. I think you're making a mountain of a molehill
Sorry, I had posted them both yesterday in different threads before I got your response.
You are probably right, I am over reacting a bit. The OP asked about minor power creep, and though it is a very small overall dmg increase, and it is there non-the-less. That was just my personal opinion on it. Is it OP? You are right it is probably not, so I knee-jerked a bit too hard. Time will tell.
egindar |
egindar wrote:How do we feel about Elemental Ammunition and niche protection for alchemist (and maybe gunslinger) as far as pinging weaknesses with persistent damage? Seems like a normal archer can do it pretty cheaply now, although the amount of damage and the action economy are both debatable, I think.Alchemists have value because of triggering it in a large AoE on a miss. Nothing has changed there.
Does elemental ammution have activation requirements like magical ammunition? If so I don't expect anything to change.
It's Activate [1-action] Interact. It does also deal splash damage, for what it's worth. I'm not completely familiarized with all of alchemist's features/mechanics, which is partly why I made my post a question instead of a sure statement. That said, it seems like Elemental Ammunition gets 80-90% of the functionality of alchemist's bombs, as far as pinging weaknesses in particular goes.
For splash damage, seems like alchemist can pull ahead a bit by taking feats like Calculated Splash and Expanded Splash, but the core functionality is still there for ammunition users, especially as far as pinging weaknesses is concerned. Their action economy is going to be worse than an alchemist with Quick Bomber (unless the alchemist needs to use Quick Alchemy), but they also get to be a normal archer the rest of the time the situation doesn't call for versatile elemental damage.
For persistent damage, the alchemist has more damage types available, but needs Sticky Bomb to make a lot of those bombs able to deal persistent damage, which also loses it its action economy edge. So for bombs like alchemist's fire the alchemist has an action economy advantage, and everywhere else it seems equal to me.
Ravingdork |
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Wind ocarina completely shuts down gunslingers, archers, and other ranged threats. Wand of choking mists completely shuts down pretty much every caster ever.
This is not just a little power creep. This is the return of the "I win" buttons of yore.
gesalt |
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Wind ocarina completely shuts down gunslingers, archers, and other ranged threats. Wand of choking mists completely shuts down pretty much every caster ever.
This is not just a little power creep. This is the return of the "I win" buttons of yore.
Let's not pretend that enemy casters were ever a threat past turn 1 after level 7. Putting silence 4 on the fighter and inflicting prone one of a million ways ends any threat a caster represents.
And the ocarina is just a personal wall of wind. You could already buy those for 30gp a pop. It does have some pros and cons, but it isn't out of line.
The-Magic-Sword |
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Wind ocarina completely shuts down gunslingers, archers, and other ranged threats. Wand of choking mists completely shuts down pretty much every caster ever.
This is not just a little power creep. This is the return of the "I win" buttons of yore.
The Wind Ocarina can get that effect once and only once, while the Wand of Choking Mist is a once per day cast that only affects a 20 ft burst, and while the higher level version is difficult terrain they still only need to move a bit to get out of it perhaps wasting a round, depending on some layout factors. assuming the caster even cares about breathing, which obviously some creatures don't, like a lot of the undead casters.
Neither is remotely an "I win" button.
graystone |
Ravingdork wrote:Wind ocarina completely shuts down gunslingers, archers, and other ranged threats.No moreso than the CRB's Wall of Wind, a scroll of which is cheaper than the ocarina.
Actually, the wall of wind is better as it actually covers an area vs a personal effect. And it's cheaper.
wind ocarina is overpowered
but ability to ignore arrow and bolt is not new just extremely high level
5th level is high?
Wand of choking mists completely shuts down pretty much every caster ever.
I don't have any idea what this is/what it does so I can't say anything about it... *looks at pdf release date*
25speedforseaweedleshy |
Squiggit wrote:Ravingdork wrote:Wind ocarina completely shuts down gunslingers, archers, and other ranged threats.No moreso than the CRB's Wall of Wind, a scroll of which is cheaper than the ocarina.Actually, the wall of wind is better as it actually covers an area vs a personal effect. And it's cheaper.
25speedforseaweedleshy wrote:wind ocarina is overpowered
but ability to ignore arrow and bolt is not new just extremely high level
5th level is high?
Ravingdork wrote:Wand of choking mists completely shuts down pretty much every caster ever.I don't have any idea what this is/what it does so I can't say anything about it... *looks at pdf release date*
there is no sphere of wind yet
only level 9 prismatic sphere
graystone |
there is no sphere of wind yet
only level 9 prismatic sphere
WALL OF WIND, 3RD LEVEL... Covers the whole party. NO NEED for a sphere, as the sphere is more of a limitation than a benefit. So, yeah... 5th level for what you said: "but ability to ignore arrow and bolt is not new just extremely high level".
25speedforseaweedleshy |
25speedforseaweedleshy wrote:WALL OF WIND, 3RD LEVEL... Covers the whole party. NO NEED for a sphere, as the sphere is more of a limitation than a benefit. So, yeah... 5th level for what you said: "but ability to ignore arrow and bolt is not new just extremely high level".there is no sphere of wind yet
only level 9 prismatic sphere
wall of wind is not a emanation or follow character around
prismatic wall are level 7 while prismatic sphere are level 9
when sphere of wind are added to the game it will likely be level 5
gesalt |
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there is no sphere of wind yet
only level 9 prismatic sphere
Let's compare.
Prismatic wall -> sphereSmaller area
-1 actions needed
+1 spell level / +2 item level as scroll
Wall of wind -> ocarina
Smaller area
-2 actions needed
+1 hands needed
Loss of anti-flier functionality
Gain of move with user
+1 item level scroll vs consumable
Usable by non arcane/primal casters since trick magic item doesn't work with 3 action spells like wall of wind. Ruins own ally ranged attacks since you can't just drop it behind the enemy like with a regular wall. Best used on a monk to jump behind the frontline or by casters for personal protection. No doubt, it's a good item, but +1 item level over wind wall seems about right for what it does.
breithauptclan |
wall of wind is not a emanation or follow character around
I don't have the rules yet, so I can't check.
But does the effect from the Ocarina have the Aura trait? If not, then it doesn't follow the caster around either.
25speedforseaweedleshy |
25speedforseaweedleshy wrote:wall of wind is not a emanation or follow character aroundI don't have the rules yet, so I can't check.
But does the effect from the Ocarina have the Aura trait? If not, then it doesn't follow the caster around either.
it have aura trait