All Changes to Sorcerer in Pathfinder 2e Remaster's Player Core 2
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- เผยแพร่เมื่อ 6 ก.ย. 2024
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I did miss that I use the wrong graphic for Diabolic, the only changes is Produce flame was changed to Ignition, Divine Aura was changed to Divine Inspiration and their bonus was changed to +2 for the deception part of the Blood Magic
Just going to throw this out there, but "Chthonian" is a real word that has nothing to do with Cthulhu and is absolutely intended to be pronounceable. It comes from Ancient Greek and refers to the underworld gods and divinities.
Yes it does have something do with cthulu, since it is also derived from the same word
I learned that from the hades Games
@@sleepysleepaOther way around
Came here to say this. Entered English around the 1840-50's. According to Dictionary.com it is pronounced: thoh-nee-uhn (only 3 syllables). The OED has KTHOH-nee-uhn. American Heritage 6th edition has tho'-ne-en (actually the last e is a schwa but I don't know how to type that).
I know this word from yugioh GX with Chazz back in the day lol
Chthonian is not to do with Cthulhu at all, it's a Greek word meaning 'under the soil' used to refer to gods of the Underworld including Hades, Persephone, Hecate, Gaia, the Furies and sometimes even Hermes in his role as a psychopomp.
It indirectly has to do with Cthulhu but only because Cthulhu's name was made to sound similar to the Greek word
They massacred Crossblooded Evolution. It was a great feat that allowed you to select a spell from another tradition and know you have to wait for lv 18 to do that, and it isn't even any spell, only 3 from the subclass. It should have been a different feat
Good, old Crossblooded was far too strong and you'd never take anything else at 8
@@salvadorelastname9095 Would be nerf enough to move it to lv10 when you start getting the good feats you don't want to miss
Given the buff to spell Potency, making it so that you can use a spell from another spell list becomes even stronger. It goes pretty hard against the stated goals of both the remaster and PF2E in general to both make specialization and generalization significantly stronger.
In all fairness, getting *literally any spell* (eventually _three_ of them) added to your list for a medium feat tax is a level of versatility that basically no other caster class even gets close to, last I checked. Clerics get three (Nethys notwithstanding) set ones from their deity, I *think* Psychic usually gets some set out-of-tradition ones from its subclass, and Witch _sometimes_ gets a set out of tradition one from its patron or a lesson. I'm pretty sure all the others are fully stuck in their tradition outright. Would be a pretty neat buff if Wizard got some set out of tradition spells from its much weaker remastered Schools now I think about it, but it doesn't.
The closest thing I found is the one level 18 feat Polymath Bard can take to potentially learn any amount of spells (that fit in a spellbook) regardless of tradition. But even they have to spend the time and resources to go out and learn them (they can't take one for free on a level-up I'm pretty sure), can only put one on their list a day (far cry from Sorcerer's triple that amount at the same level), and can't set it as a Signature Spell. To repeat, the versatile class that is versatile can take an (arguably) weaker version of the same feat at the same level.
Also in the original version of Crossblooded Evolution there's no wording about Access or Rarity which, while clearly not RAI, I think would maybe technically entitle you to just decide to take any uncommon or rare spell as long as it's not on your list which you *know* will have caused some argument at some table somewhere.
Just take an Archetype. You'll be able to use your Sorcerer casting stats for it now it's fine. And you'll get a lot more than three out-of-tradition spells if you really go for it
Fun fact about the word Chthonian, it actually doesn't have anything to do with Chthulu, but instead it is a greek word for earth, and is often used in reference to the underworld or things from it.
What makes the new Split Shot so fantastic is the fact that it actually doesn't lose ANY utility. The old feat would, by RAW, only work on attack roll spells that *had no secondary effects beyond damage.* So actually there's a far broader usage for it now!
The crossblood evolution change us a real bummer. Accessbto other spells was huge.
I love Bad Luck Gamer's Player Core 2 coverage!
Yes, he’s the first one to provide coverage of the sorcerer remaster, and AFAICT it’s all good.
It looks to me like the sorcerer has turned into a real blaster caster, making it great for newer players.
Others casters: *get a buffs, cool and thematic feats*
Wizard mewhile: well, now i can have more subclasses...
Compared to the other spellcaster, I think the wizard might be the weakness one. The other casters bring so much versatility to a party. The Bard is a buff/debuff; the cleric brings healing/harm and support; the druid is a tanky wizards with some heal support; the witch is just straight up a better wizard. The only thing the wizard can be better at is counter other caster spell (which is very situational).
Yeah, wizard is definitely the more bland and boring one now, especially with forced spells prepared that you won't use by certain levels. Being level 12 and stuck with a rank 1 Force Barrage prepared, for instance, feels super bad.
@@Dorask Wizards can also make more of their highest rank spell slots. I think wizards are okay in terms of power but they are more basic than the other classes, which can be a good thing for new players.
@@trafalgarlathe problem is that wizard is not basic. It's boring. But actually really hard to play for new player.
And not internally balanced. For example spell blending is by faaar the best option. The rest is simply not optimal.
Removal of the old Crossblooded evolution is a very feel bad nerf.
I wish they made a new feat and didn't reprint it so you could at least have a case for using the old one. I don't see the blood magic effects being good enough to even bother focusing on. I'd rather take the flexibility of a wider spell selection than +1 to my saving throws for one round when I cast from a small selection of spells. This should have been like the Multifarious Muse feat for the bard, and come way earlier.
I do think the change was warranted (while we're on the topic of Bards, *Polymath* gets a similar ability to old Crossblooded at a higher level that is arguably _weaker)_ but I also agree that since they went in this direction, making it even more like Multifarious Muse would have been the way to go.
Wow, imperial bloodline is really strong now. It is great for people who want an easy but strong version of a blaster caster.
Further on the Energy Ward change, not only is it a straight buff in terms of it being obtainable way earlier, as well as giving more resistance now than it could previously. The way it is written now also implies that the resistance granted is no longer determined by the damage your spell did, instead you just select from one of the listed damage types when using the feat.
Genuinely an incredible change to that feat as a whole. Sorcerer honestly ended up being on the same level as the remaster changes to Barbarin--not TOO different from how it was pre-remaster, but genuinely got some really good quality of life improvements, removal of a bit of feat tax, overall better feat selection at earlier levels, and the usability of most of their subclasses went up overall.
Good dang change!
Sorc has always been my favourite spellcaster because it’s pure dps powerhouse.
It's a bit simplistic to separate everything into 'nerfs' and 'buffs'. Sometimes things are just changes.
I am having a hard time believing that Crossblooded evolution and Greater crossblooded evolution are better then the originals in any way. Especially when you consider that Greater crossbloded allowed you to take any spell vs now only being able to pick from small lists.
Thank you so much , I have been waiting for you to do the sorcerer, thank thank you
It's a step in the right direction. But a lot of the bloodline spells aren't really useful for bloodline magic. Scouting Eye and Retrocognition are purely exploration activity spells so activating your bloodline abilities is pointless since you no longer get a bonus to a skill roll, for example.
I also don't understand what they are trying to do with Extend Blood Magic. So in order to extend blood magic by an additional round I have to use an action to cast Extend Blood Magic which is itself a blood magic spell because it's a focus spell for Imperial and then another blood magic spell that uses two actions on top of that. That's a lot of resources just to get an additional round of +1 AC or saving throws. May as well just cast shield and get the possible damage absorption. I suppose I could use yet another focus point to cast Ancestral Memories so I could cast a different spell the next round and get penalty to saving throws against my spell then. Just seems really odd way to do it. Did they playtest this crap? Lol.
I feel like I need to point it out - 36:10 Old Split shot had in the requirements for the spell (explained in the text) that the spell cannot do anything beyond dealing damage, so you couldn't even use it with something like Ray of Frost. Now you can, but it will apply the slow only to the second target
Maybe others pointed this out already: "Tap into Blood / Divine reads: You Step (meh), or Reposition a TARGET..." a target can be an ally or a NPC as well. Which is a really great feature (e.g. pull your friend out of the flanked position).
I wished you'd show old and new stuff at the same time, so it's easier to compare them.
It’s cool to see all the new stuff tied to bloodmagic, but remember blood magic only triggers on specific spells/focus spells and only if a target FAILS a save or you HIT an attack. This means it’s not coming up that often.
Unless Paizo change the wording, you only need to hit a target if the bloodmagic afect that target. For bloodmagic that affect you is automatic.
I think Blood Rising would use the rank of the spell that triggered the reaction. Also, Explosion of Power is great with Translocate (iirc, saw it on the Imperial list).
A possible play is to Blood Rising to proc the Reflect Harm, perhaps? Could make using that blood magic effect easier.
Tap Into Blood is fun in the opening round of Combat for Arcane casters. Caste Haste on the Martial and recall knowledge to communicate the weakness or resistances
Diabolic - You accidentally used the old text [still had Divine Aura listed in the granted spells] where it should be the new one.
Elemental - Huge missed opportunity to use energy damage types besides fire, especially now that Draconic doesn't. Air could be slashing or cold/electricity; Metal could be piercing or electricity; Water could be bludgeoning or acid/cold; Wood could be bludgeoning or poison.
The new 8th rank spell Diabolic uses now is Divine Inspiration, just FYI!
@@Ezekieru Yeah; was more noting for the graphic itself, rather than the spell change. Appreciated regardless 😃
32:00 Counterspell doesn't add "a lot of feat", there are Two other feats in PF2e that require or reference Counterspell, and Sorcerer's get 1 of them at Level 14, Reflect Spell
Arcane Evolution is technically a nerf, since the old version enabled grimoire use.
42:22 Imagine a Magus/Sorcerer using this. When using an appropriate spell during spellstrike, that would be enough to trigger Blodd Magic, wouldn't it?
Love all the new blood magic effects, really helps the class stand out as something more than just a 4-slot caster.
Blood Rising is so thematic-- might be situational against enemy spells, but if you're a Divine / Occult Sorc and your party Cleric / Bard regularly buffs & heals you, that could be a powerful way to share Blood Benefits! 💜
I didn't ask before with the barbarian, but you aren't covering the Dedications of these classes, to see how they change.
Regardless, it looks neat that the new options are more fitting and useful for the class it comes from... But it means I will have to test some old builds again.
Propelling sorcery: The way I'm reading it you can reposiion allies too.
49:10 would you need to preemptively use Reflect Harm is you have access to Blood Rising? it would be pretty powerful to just activate as a reaction whenever you get hit with a spell, which would also bring back the counter-spelling flavor from the feat it replaces.
this could also apply to a lot of the other seemingly situational blood magic options.
32:32 So you're saying with my Blood Vendetta, Horrifying Blood Loss, Bloodspray Curse, and Blood Feast, this would synergize very well with my Divine Necrotic Sorc that put most of there gifted spells as Sig spells?
I'm playing an Angelic Sorcerer now and I'm sad thier wings didn't get an extended time to match all the other flying speeds.
There were additional Dragon types you could choose that came out later, I think alongside Wyrmblessed. One of which was a Will save vs a mental cone for the Dragon Breath. I actually had a Dragon Barbarian with Draconic Sorcerer with 2 different Dragons so I could target Reflex and Will by starting off with the Will save breath, then raging the next turn with the Dragon Barb breath. So I'm sad to see that go
trying to sell new cross blooded evo like a buff, nice try
I hate the changes to Crossblooded Evolution and the removal of Blood Component substitution. Currently in a campaign and I use both of these.
Psychic dedication to Magus has been, arguably, one of the best dedications up until Flurry of Claws. (Well, if you use Spellstrike RAW rules and how Phase Bolt interacts with it, the damage average of a Spellstrike Phase Bolt might still be higher).
Sure, you only do it to one foe but a 1d8+1d4 scalling spell represents a huge spellstrike damage; and eventually you can grab Spell Swipe.
Hag and Blood rising: the trigger allways have a spell rank or similar applicable for spellike habilities so i supose hag use that rank, the triggering effect rank
Dump your DEX, stack HP, pick reflect harm to crit fail intentionally, and oneshot the enemies. Pretty silly strategy.
Also losing crossblooded evolution is a bit of a nerf for heal and synethesia abuse.
Counterspell and Subtle Spell were printed in Player Core 1, Im guessing those are supposed to apply to sorcerer as well for why they werent reprinted or why Blood substitution is missing
Tap into blood divine: i'm pretty sure they wanted to put there an and/or instead of just or.
Regarding Aberrant, the Touch of Idiocy to Stupefy change also shifted from Touch to Ranged thanks to Player Core 1 remaster (though the spell is just about the same otherwise). So that's 2 touch spells that synergized with Tentacular Limbs adjusted by the remaster. Arguably a buff at early levels; arguably a nerf at later levels. But personally, the theming getting weaker feels pretty bad. So I'd just let player pick which ones to use if they pick Aberrant.
Its blood magic also lost the ability to buff allies. Though this is pretty minor since none of the bloodline spells are good to target allies with, IIRC. So it only mattered if you found a way to apply blood magic to other spells, like Ancestral Blood Magic.
Angelic spells had a lot of changes due to alignment... Blessed Boundary jumps out at me as being a significant upgrade to an already decent spell, though.
Glutton's Jaw went from duration based single action + strikes to one-cast 2-action? Pretty significant change, too. Buff if you're ranged. But a nerf in some builds, too. New Spellstrike spell, perhaps?
One thing about "Reflect Harm" if the GW dont use a spell because you use this bloodmagic effect, you have become inmune to magic harm so is MUCH better now. Is gimmick but if the GW want to give spellcaster enemies have more information than they sould...
awww I liked the old Gluttons Jaw :(
Thank you.
My sorcerer player is going to be so happy
tap into blood divine i supose it either misin "twice" after step, wich i saw in other kind of habilities of the game, or is a "Step even if you cant for whatever reason, like difficult terrain or being inmovilized"
I get spider sting having to go, its always a lvl 1 slot if you dont use a signature spell which makes it a rather weak option
I haven't played a sorc yet, but I will miss the idea of cross-blooding into Divine or Primal to get Heal as a Signature Spell on an Arcane Sorc.
Overall though I'm more excited to play Sorc than I was previously; I wanted to try out Primal Sorc but didn't click with any of the bloodlines for it, but the new Elemental is looking nice.
Tap Into Blood seems like an ability that was meant to be a free action after casting a blood magic spell. Although primal would still be terrible in this case.
Fey Blood Magic never really was good to give concealment to other characters anyway. Blood magic can only affect the target of your bloodline or focus spells and none of those on the fey list target allies. ... unless you like charming the party bard, I guess?
Also the old Split Shot wasn't even usable on spells that did anything beyond pure damage. So being able to hit at least one ceature with a debuff is an additional buff beyond the increased damage!
Energy ward now also allows you to pick your resistance instead of being limited to the damage type of your spell. No more cold resistance while fighting fire elementals!
3:33 I would like to see some comparisons between sorcerers' damaging spells and psychics' damaging spells while their psyche is being unleashed.
I would assume psychic outdamages during their unleash turns, but if the battle goes on longer the sorcerer probably starts winning out.
Regarding Blood Rising, I'm pretty sure that it's the rank of the spell being cast on you. This will probably be one of the first things they specify in the errata.
Sorcerers looking pretty hot after the remaster.
I once played for a one shot an imperial bloodline sorcerer goblin kid... I played it more like a dnd warlock, because I played it like having a multiple personality, one is the inpatient loud and vulgar goblin kid who likes to play soccer, and from the other side there was a highly sophisticated long dead elven wizard in his head always arguing with him XD
When I casted a normal list spell I always narrated it like a silly goose, for example I was only able to cast Puff of Poison if an Ally was near me, because the magical arcane words of the spell were the following "PULL MY FINGER!" and lo and behold! Telecinetic projectile was simply cheating with his football, and kick it into the face of the enemy.
However when I cast magic missile... Barrage... You know. My character had to sit down in a meditative lotus siting way, and burp out old-elven words he did not understand at all :)
I loved that stupid little pointy eared goblin :D
I don't know why I write this down, I think just your mentioning of arcane memories or what was it's face triggered my happy not so ancestral memories XD
Regarding blood sovereignty: could you combine bonus fire damage from elemental with bonus fire damage from diabolical?
As an aberrant sorcerer player atm, I'm liking the changes. I love that the blood magic can do a minus one to enemies will save, makes it generally useful and makes it easier to get all your will save based spells to go through. Personally I prefer phantom pain over spider sting, either war the damage is negligible, but sickened is a nastier condition then enfeebled, and it being will saved based combos with blood magic and all the stupefied/frightened you'll be doing. Sad that nothing was mentioned about aberrant whispers at least doing stupefied 1 on a success, kinda hard to justify using it instead of just using the stupify spell.
Love your reviews as always , can’t thank you enough for doing the sorcerer review.
29:20 yeah Divine gets hosed 😞 Still fun to be necrotic divine >:-)
No mention Of Elemental Toss. Did it get untouched?
We lost the spell book? Nooooo! 😢
Hey, you know what would be a nice improvement to all those cool reviews ? Timestamps ! Ive already watched the full video and I wanted to revisit a few things on specific changes, having timestamp would be more convenient I think
Wait, so now the only way to get Divine Immolation on my Phoenix Sorcerer is to take 2 feats, wait until level 18, specifically having to Crossblood into Angelic, AND it will get shoved into Rank 9 after already choosing the Signature for that rank, so I'll have to retrain a Signature if I want more versatility with it? Well son of a biscuit.
Actually, looking at it closer, it just says "Heightened to the highest rank you can cast", so once you hit 19th level any Heighten +1 spell like Divine Immolation is going to be in your Repertoire at _10th_ rank instead, competing for that single precious spell slot? Thanks, I hate it! I guess it at least gives something the 10th rank Signature can be slapped onto but you can only do that for one of the three spells you get.
Man though, even setting aside the specific build I was working on, the original Crossblooded feats were such a big part of what made Sorcerer so cool to me and now it's just... meh.
I think Tap Into Blood Divine allows you to grant a Step or Reposition to your allied target.
"not pronounceable by human tongues" - normal greek word. lol
You do love the sorcerer
The question is if that be use the old bloodlines expecially keeping the Divine Wyrm and Chromatic/Metallic Dragons
Is there any way for a sorcerer to get focus spells from their second bloodline from crossblooded? That might make the change less painful.
For example what is the wording on Greater Bloodline?
Tap in the blood Divine could have some interesting uses by reposiotioning allies especially if you carry a reach weapon like a whip, would have been nicer if it was both a Step and the reposition together. Still better than Primal I guess, I don't see why a charisma based class would ever want to Demoralize using a wisdom skill.
7:53 Excuse me, why does Glutton's Jaws' damage increase by 2d6 each spell rank? That's insane.
16:13 Thank you, finally! It was so boring that elemental sorcerer was only be able to do bludgeoning or fire damage, awesome that they're getting more damage types.
I think you forgot to mention that with elemental sorcerer, your chosen element doesn't seem to change the type of damage your granted spells deal, the language in the pictures shown imply that it only affects the damage of your bloodline magic effect.
2d6 per spell rank is pretty on par for a spell attack. Cleric's fire ray and psychic's ignition or imaginary weapon are pretty comparable.
@@justmonica9253 Not really, most attack focus spells have a normal 1dx per spell rank. I even checked, and out of the eight focus spells that are attacks, only two have 2dx per spell rank. Of course, this isn't counting Psychic, which has multiple, but that's the thing, only Psychics got access to them. I think this is because Paizo is slowly buffing attack spells, like Psychic got really good attack spells, and now other classes are starting to get them as well, which is exciting.
@@eamk887 Yes but the other ones have additional effects that are more impactful than the 1d4 temp hp. Focus spells are meant to be a step down from slotted spells, not cantrip level.
@@Kitusser Again, not really. The thing is, Glutton's Jaws has now great damage and great special effects. The other attack focus spell have okay damage, and special effects that range from mediocre to good. For example, Moonbeam's damage is okay, but its only special effect is that it has a range of 120 feet, and its damage is silver damage. That's just a mediocre effect. Then there's Elemental Toss and Hurtling Stone, which have, again, okay damage, and their only special effects is that they cost 1 action. Now, that's a good effect, but compared to Glutton's Jaws, whose damaage and effect are both great, it just can't hold up.
@@eamk887 You might be looking at pre-remaster moonbeam. The current moonbeam causes dazzled on a hit.
With regards to elemental toss and hurling stone, I completely disagree that the temp hp is worth more than the fact it is one action. As long as you don't need to move, you can combine elemental toss (or hurling stone) with another two action spell that targets a saving throw, giving you a very powerful turn. Also hurling stone does push 5ft on a hit.
So does the remaster make any changes to the Eldritch Touch sorc build you did?
Chthonian is a Greek word, referring to anything involved with Hades or the Underworld. The Ch are silent, Greeks love their silent letters, so it's just pronounced, "Thonian."
Has nothing to do with Cthulhu.
I always have an issue with "anyone who attacks me takes damage" abilities, then complaining that no one attacked you, so it feels wasted; you effectively removed yourself as a target, netting you zero damage. That's not a bad thing.
Granted, this isn't the answer for every situation, but it should be for most.
Sorcerer dedication doesnt grant blood magic effects, so Im not sure most of this works with archetypes. Did that change? You mentioned archetype a couole of times and I'm not sure any of them work.
You can pick up blood magic feats even though you don't get the base one for your bloodline
Great content, thanks boss
Maybe I'm missing it, but is it possible for characters multiclassing into Sorcerer to get Bloodline effects? I think the dedication saying "you get no other benefits from the bloodline" excludes that possibility?
the name changes are mostly due to those names being from D&D
And because the names of previous features are not obvious what they affect to new players (resolve -> majestic WILL)
I remember them saying that a lot of the fancy names were kinda confusing as well - like if you read over the class features for legacy Cleric, you'd think their special thing was having a good reflex save. But no, their reflex save sucks, they do not in fact have special lightning reflexes, they have a feature that pumps it from bad to mediocre with a really ambitious sounding name.
Is there no update for Phoenix?
I’m so disappointed that the genie bloodline didn’t get a rewrite. I’ve been sitting on a genie bloodline character for months waiting for the update.
Can Blood Rising be triggered by using a Focus spell on yourself?
Did they write "Produce Flame" on Diabolic's granted cantrip?
It is ignition now
Anything interesting different with Nine Tails? I’m at 24:55 and haven’t seen anything yet :(
The designer of these buffs was cooking. I don't know who even asked for these buffs but god damn if Sorcerer's aren't eating good this remaster lol
Draconic Sorcerers suck now.
Sorcerer seems to be weaker overall.
so imperial's get the 5E's equivalent of Truestrike, why would anyone waste an action on that? you are using the same amount of focus points, for LESS OF AN EFFECT
Where did the shadow sorcerer go? No changes?
! I think you used an image of the Old Diabolic bloodline twice, instead of showing the new one.
They need to revert the Arcane Evolution change. Learning a Spell takes 1 hour per rank. With the old fear this coat only has to be paid once to get it into your spell book, it now a 15th level sorcerer would have to spend 8 hours of each morning relearning the spell. There were no impactful abuses where a sorcerer could use special spell books.
I think you have a misunderstanding when it comes to learn a spell. Learn a spell can be used with repertoire casters to add an uncommon spell to the list of spells they can add to their repertoire. They only need to use the action once to make the spell available to them, no need to repeat. If anything the spellbound before was uneeded
No Phoenix bloodline in the main book is sadge
ugh my bloodline didntget remasyteree. and i need changes to shadow bloodline spells / blood magics( i have never used them due to their nich
Now if I am not wrong, archetype Sorcerer's cant benefit from blood magic, so can never use "Tap into blood"
Nvm, you just cant get your bloodlines base blood magic effect
Before watching this I'm going to say... I really afraid Evolution feats, my favourite part about sorcerer might get butchered...
Edit: Thankfully, they weren't changed. That being said... My God, sorcerer is eating well. Crossblooded Diabolic Elemental Sorcerer can nuke the hell out of anyone!
Honestly I really don't like the focus on blood magic. Some bloodlines have awful, awful spells on their list. Even if they are combat castable, and sometimes they are not, having all your feats suggest you must cast them limits your flexibility and incentivises using what are often just really bad spells.
Something like angel gets it good with Heal, which you'd cast often anyway. Something like hag has virtually nothing usable.
Id they are going this route, they must MUST have ways to get extra spells added to the the blood magic list, but I can see none.
Oh and crossblooded is gone, which was one of the best features of the sorcerer.
They are still good -four slot spellcaster and all. But man this design is just so feel-bad.
Yeah, I was hoping they'd open up the ways you could trigger bloodline effects, but they didn't do that at all. The lists are fun flavour, but they're not at all made equal, which is really rough in a system like this where spellcasters are balanced around the assumption they're using spells in clever minmax-y ways... Which in 90% of scenarios for some of these options means never wasting a slot on a bloodline spell because Calm Emotions exists.
They didn't change the one thing that made Sorcerers completely unplayable: You can't choose to cast your spells at any level. Having to learn separate levels of the same spell was just awful and made other spell casters objectively superior. Phucking clown shoes.
Come on man, you know why sone of the features have had name changes. Paizo has been pretty explicit about its goals of 1. Decoupling the game from dnd terminologies and 2. Making clear in the name of the feature what defense is being affected (resolve in this example isn't as clear as Majestic WILL). It's annoying that you keep getting bothered by it every video.
I've not been paying 100% attention to the videos, but I think he has a point. With Oracle they decide to add all these words like "Mysterious" or whatever to the feature to make it sound more Oracle-y. And then with Barbarian they take away words like Primal which makes it sound less Barbarian-y. And I think that is his complaint. Not so much that they are changing names, but the inconsistency behind the naming conventions
This feels like a whole lot of meh to me. I’m all for trying to ramp up blood magic and subsequent feats, but many of the new feats just suck for your average sorcerer. Bleed Out lets you MAYBE hit an enemy with 1 (up to 10) persistent bleed damage? If you’re that hard up for damage just use a one action Force Barrage. Granted the latter costs a spell, but it’s a guaranteed hit and far more damage at any level. But Bleed Out already restricts you to your focus spells and a small list of spells from your tradition. If Paizo is going to put out such feats, it makes sense they’d give a compelling reason as to why picking said feat is better than doing anything else. Also, persistent damage of any kind is pretty overrated unless it’s relevant at its level because it tends to work too slow. And bleed damage rarely triggers weaknesses.
My solution: Just make it one action to automatically inflict the relevant bleed damage. Take out the ranged attack part and just make it so you automatically inflict it on a target within 60 feet. Who cares if it’s a bit of free damage? That damage is tiny.
What’s up with feats trying to push melee play on a caster? I’m all for a set of said feats intended to make play more fun/relevant for a multiclasser, though, so I like Tap Into Blood. It’s just frustrating that it sucks for actual base sorcerers. You aptly point out even the Primal option is likely to be worse than a sorcerer’s Demoralize skill. Even Arcane’s option is a bit weak because it can only be used when benefiting from blood magic. I guess it lets you focus on primarily buffing just Arcana. But if you care about RK, you’re probably already doing that. And as a Sorcerer, Intelligence is likely the last attribute you’re buffing.
The crossblooded evolution feats are now worse because the list of what you can choose is much smaller. This is honestly my greatest pet peeve. Paizo beats its chest about the strength of magic users being their versatility, rather than sheer damage. Great! I genuinely love that perspective. Then they turn around and drip-feed that versatility like it’s the last lake on earth. For god’s sake, Paizo. If you’re going to say the strength of a class is its potential magical versatility, actually embrace that style. Enough of this pretend crap. It’s bad enough they chose a magic system that feels counterintuitive to natural play simply to try and keep a balance between prepared and spontaneous casting. Now they continue to squeeze more potential versatility from the game by nerfing feats.
Granted, as always GM I’m not personally touched by this since I reworked their lame magic system years ago. But it’s super frustrating to see them further nerf what they claim is the “strength of casters.”
They have taken away my Dragon Claws man... Fuck... Paizo...
You can probably still use the legacy, most people just didn't want their sorcerer going into melee.
@@Kitusser I like it for the resistance, felt really safe when use it, again Daam Paizo
@@soldier660 You can get it from the new dragon heritage
@@Kitusser What do you mean ?
@@soldier660 There is a new dragonblood heritage (or whatever it is called) which has feats that give you resistance to your dragon's damage type
I'm sad they made dangerous sorcery a class feature. You used to be able to take that as a wizard and get it in your wizard spells.
TECHNICALLY the Dangerous Sorcerery feat should still be still usable per the legacy rules so you can still take it. It's just worth it on sorcerers ironically.
Never thought about that, but you can always have the legacy feat still be available for archetypes.
The name changes are cool at least some of them, but it's very annoying for those of us that are long time players. I get attracted to new players but not at the expense of us long time players.
I admire your enthusiasim but please do more research for your videos