| Teridax |
| 3 people marked this as a favorite. |
After about a month of playtesting the Luminary, I've shared my feedback in the class survey and am doing the thing I normally do of sharing my notes on the forums. I'll split my post into sections, spoiler them, and add a TL;DR just so it's all a bit easier to navigate.
TL;DR I ran the Luminary through a series of playtest encounters at all levels, using a variety of builds and party compositions. In this particular case, I also substituted the Luminary for an Envoy and a Pathfinder Bard to compare their performance to that of other Charisma-based support classes.
TL;DR The Luminary's core features feel incredibly bare-bones and weak, to the point where the entire class feels like only a small subset of other supports. Although I enjoyed the core gameplay of Setting a Spotlight and dynamically moving it around to maintain it, I disliked how weak and overwrought roles were, and didn't enjoy how later features made that core gameplay less relevant. The playtest survey stressed the fact that roles required no save for their penalties, but again, Pathfinder's Bard has been doing this for years with dirge of doom, a single-action cantrip that makes every enemy in a 30-foot radius frightened 1 with no save, so there's room for improvement I'd say.
TL;DR I generally liked the Luminary's feats, even if I didn't entirely enjoy how some of them pigeonholed the Luminary into Setting a Spotlight on themselves. I feel there's room for the class to play much more with hardlight, especially as it would help differentiate them more from other Charisma support classes.
The overarching TL;DR is that I feel I have very little to say about the Luminary, because it feels like there is so little to this class. It really does feel like an entire class was made out of what would normally be a full caster's side feature, such that this may very well be the weakest class I've playtested thus far, and by a lot. There's fun gameplay to be had with Setting a Spotlight, but even that I think is undercut by the muddle of roles that need to be cast individually and subsequent features that trivialize moving the spotlight around. There is a huge amount to this class that I think is seriously underdeveloped, and in my opinion a ton of power budget to put into fleshing out so many different things.
If I had to make any specific recommendations, it would be to simplify roles, streamline the process of applying modifiers to enemies, make the spotlight's modifiers a lot stronger (without requiring a save still), and really play up the class's hardlight aspect, so that they get to generate a variety of useful objects, structures, and other creations in encounters. Although the class was presented as an occult caster, I didn't particularly find that to be the case, and would rather focus on giving them stronger features rather than spell slots so that they don't just turn into a Bard in space.
| YoskiFan |
| 1 person marked this as a favorite. |
My biggest issue is Contest just does nothing... It has 1 role and a really bizarre feat that takes a whole turn to get anything out of. Not takes whole turn the set up is "spend an act to add a role then spend another role on yourself THEN do recall" it's just... Insanely impractical. And Contestant just you get +1 to try same check again...? It just asthetically a cool class but really rough to play
| Teridax |
That's what mystifies me: for a class that has so few tools, you'd think that their design would make up for this by making those tools versatile, powerful, and easy to use. In practice though it appears to be the opposite: roles are generally very situational, most of their effects are about as minor as can be in 2e, and they can be quite taxing to cast on enemies. Irony I think is a particularly unstable role given how it can help tremendously against monsters with saves that are fairly close together, but is likely to be a detriment when applied to a high-level monster with an extreme save that isn't worth targeting. Being able to RK easily as a Contest platform only after applying the role is a risky proposition, since the knowledge would be most needed before wanting to cast that role on an enemy.
The more I've played the Luminary, the more I've ended up feeling like roles are a major part of the problem: they slow down the process of applying the spotlight, they're individually too niche, and there's very little benefit to be had from the bookkeeping involved, especially since many feats and stagecraft spells do things like negate the penalty that defines them. Simply having the spotlight provide some generally useful modifier that could then be built upon with feats, stagecraft spells, etc. I think would eliminate a lot of that bookkeeping while making its gameplay a lot smoother.
| Xenocrat |
My biggest issue is Contest just does nothing... It has 1 role and a really bizarre feat that takes a whole turn to get anything out of. Not takes whole turn the set up is "spend an act to add a role then spend another role on yourself THEN do recall" it's just... Insanely impractical.
It only takes one action to set the role on the enemy, which may be useful anyway if those save adjustments are to your benefit later, and then one action for the recall knowledge with (potentially mega boosted via feats/familiar) Performance. You get a free action spotlight on yourself and don't have to spotlight the enemy, so your third action is free.
It's basically a one action tax to super charge an omnilore for one one target. It's fine. It's even good if you're going to transfer the spotlight with your RK check and hit the lowered save or set up an ally to do so.