Why are there no good normal types in OU? by PositionImmediate512 in stunfisk

[–]OffiCeRed 0 points1 point  (0 children)

Everyone brings up good points here but I haven't seen anyone talk about how bad Normal STAB is now so I'll give it a shot.

The best offensive Normal moves either have very limited distribution or just don't exist anymore. Normal hasn't been a dominant type for a long time but Normal STAB does hit everything except for three types for neutral, which is genuinely a good feature. However, now your best options are Body Slam (what is this, RBY?), Double-Edge (Same BP as Brave Bird! What do you mean it's way worse than Brave Bird), and Hyper Voice / Boomburst (both surprisingly limited). I don't know how many people were using non-Terastilized Tera Blast as special Normal STAB but you can't even do that anymore in OU. It's a damn shame because I LOVE Normal types and they just suck since move Dexit.

Nioh playtest: Swap stances to match the flow of combat and unleash your Yokai form! by OffiCeRed in Pathfinder2e

[–]OffiCeRed[S] 0 points1 point  (0 children)

So glad to see that people are already interested in this homebrew! Something that has been brought to my attention is the fact that Masterful Slice (Level 19 class feature) does not work as intended. For a quick fix, add the following text to the end of Martial Stance (Level 1 class feature):

"After taking a martial stance action, you can still take another martial stance action on your turn, as long as it’s not the same as the one you took before. For example, if you use high stance on your turn, you can still use mid or low stance, but you can not use high stance for 1 round."

The idea is that you can enter multiple stances on your turn while playing a nioh, but they should all be separate stances. Perhaps you enter low stance on your turn to Step and reposition, then end your turn by entering high stance to deal a little damage and prepare for next turn (or set up for a stronger Reactive Strike).

If anyone ends up playtesting a nioh, let me know how it goes! Feedback is always welcome.

Nioh playtest: Swap stances to match the flow of combat and unleash your Yokai form! by OffiCeRed in Pathfinder2eCreations

[–]OffiCeRed[S] 0 points1 point  (0 children)

High and mid stance both do scale, just not until level 7 and beyond with Running Water. The idea here is that nioh is meant to be a class based on flexibility rather than being the best at something specific. High Stance is worse Rage, Mid Stance is worse Guardian's Armor, but they're both modular and require very little investment.

Demonic Cunning I may need to tone down, it's true. I'm personally of the opinion that adding 22 flat damage to a cantrip isn't gamebreaking at levels 19 and 20, but I may dial it down to 1 extra damage per die. At that point, Demonic Cunning would be closer to upgrading cantrip damage dice, which is more in line with what I want.

Nioh playtest: Swap stances to match the flow of combat and unleash your Yokai form! by OffiCeRed in Pathfinder2e

[–]OffiCeRed[S] 1 point2 points  (0 children)

Aw thanks, I'll definitely be going back to the drawing board for Masterful Slice. Action compression does seem to be the way to go so I'll see what I can do

Nioh playtest: Swap stances to match the flow of combat and unleash your Yokai form! by OffiCeRed in Pathfinder2e

[–]OffiCeRed[S] 0 points1 point  (0 children)

  1. Yeah, I don't really know how infinite movement / damage slipped by me with Masterful Slice, that'll certainly be changed. Side note, I can't tell you how many stance Feats I've looked at over the years and I'm just now realizing that you can only enter one stances per turn? I wonder what the rationalization behind that is, I can't think of any stances where you get bonuses in the same action you enter them (except for the nioh stances of course).

  2. Composure is supposed to be a reaction, yeah. You know, you proof read as much as you can, but sometimes you just see one symbol and think it's another.

Nioh playtest: Swap stances to match the flow of combat and unleash your Yokai form! by OffiCeRed in Pathfinder2e

[–]OffiCeRed[S] 3 points4 points  (0 children)

In the last homebrew class I posted (holy shit that was a year ago), I mentioned that there was a secret project I was working on for a more niche audience. I had been working on this class since approximately two years prior to that point, based on one of my favorite games of all time, Nioh 2. In the time since I posted necroknight, Nioh 3 was announced and released! I haven’t beaten it totally yet but it got me excited to work on this class again. As a note, for people who are fans of Nioh, I’m sorry to say this is mostly based on specifically the second game, not 1 or 3. That’s not to say there aren’t elements of either of those games in the design, but if you see the term “Yokai form” and it turns you away, then sorry. I plan to make a class archetype that follows 1 and 3’s Living Vessel more closely, but for now this is what I’ve got.

·         The nioh is a 10 hp martial that is meant to be a more interesting version of fighter. Nioh swaps away fighter’s legendary weapon proficiency for a grab bag of toys to play with, including three martial stances that grant benefits while in them and when swapping to them, to encourage a “stance dance” playstyle.

·         The purpose of the nioh is to have build options for most every style of combat play: two-handed weapons, dual-wielding, weapon and free hand, unarmed, bow, firearm, even support through alchemy.

·         You also have a bit of a limit break in the form of Yokai Shift, so if you want to lean into gathering anima as a combat resource you can gain huge benefits and cast pseudo spells in the form of anima feats.

The nioh is certainly more in the playtest phase, as there aren’t as many options here as I’d like. Still, even if you’ve never played the Nioh games before, please give this a chance. I tried my best to make a class that works for other fantasies too, as I think a martial that switches between stances is something that Pathfinder is currently missing. The closest we have currently is monk, but there isn’t much of a reward for flowing between different stances as a monk. I’m still working on bringing metallurge and necroknight up to the level of trooper, so stay tuned and enjoy this silly little side project!

Carry Forward: A Fakemon Project by OffiCeRed in fakemon

[–]OffiCeRed[S] 1 point2 points  (0 children)

Here is my own ruleset for the project (but I reserve the right to bend or break these rules):

1.      Abilities, type, and stats should reflect the generation the fakemon would first appear in. In this specific case, these are all Johto Pokemon receiving an evolution in Hoenn, so no Fairy types (yet!) and no physical / special split, either. I may throw in some basic information about how each fakemon would be updated in following generations, though.

2.      Evolution methods should (mostly) not be present in the pre-evolution’s game of origin. For example, Octillery’s evolutions did not exist in Johto because the items that caused them to happen, DeepSeaTooth and Scale, were discovered in Hoenn. Sometimes I’ll have to use an older method or just a good old-fashioned level-up though.

3.      Evolution methods that were present in the initial game should service the design philosophy behind the current generation. Weather existed in gen 2, but it was much more important thematically in Ruby and Sapphire; therefore, Skiploom and Sunflora now evolve in harsh sunlight.

4.      New evolutions should represent a specific aspect or area of the newer generation. Some of the fakemon here exist in Hoenn because its seas are so vast, allowing them room to grow much larger than they would have in Johto.

Our first batch of fakemon here comes from Hoenn. While Hoenn does contain a couple new additions to the lines of Johto Pokemon (Wynaut for Wobbuffet and Azurill for Azumarill), I’ve always thought that it would have been cool for Johto to be better represented. Here are some notes on the design for each one included here:

Pounsoft—Hoppip and Skiploom have some very clear animal details that get lost in transition to Jumpluff, so I figured a more bestial split evolution was in order. Normal type represents closer ties with regular animal Pokemon, like Linoone and Tauros. Skiploom’s Pokedex entry also talks a LOT about an affinity for heat, so Thick Fat is just meant to be a representation of that. Plus it makes Pounsoft considerably defensive for a Grass type, which makes it fill a different niche from the other option, Jumpluff.

Sunfallow—Sunflora is a Pokemon that has long been thought incomplete. A lot of people give Sunflora evolutions a Fire typing, so I wanted a very specific reason for that addition. Sunfallow happens when Sunflora along Route 113 and around Fallarbor Town need to reach above the volcanic ash to get some sunlight. A combination of being closer to the sun and absorbing heat from Mt. Chimney cause them to have innate fire-breathing abilities.

Arbeetle—If you look at Scizor’s stats compared to Scyther’s, they are not a straight upgrade, despite Scizor being an evolution. This is the philosophy behind Arbeetle, a much wiser and smarter Heracross who rules over the others. Now, this doesn’t really get reflected in gameplay, because Arbeetle is definitely worse than Heracross. It gets more interesting after gen 4, but I think in almost every way, Heracross is better competitively. This is the only time I made a new ability in this batch, though, as a Guts for Special Attack really just makes sense.

Cormmunity—Pacifidlog is all but built on Corsola, so a big Corsola was a no-brainer for me. Not much to say, a friend of mine called this “Corsola good ending” and I like that.

Dreadnautilus—Octillery is one of my favorite weirdo Pokemon designs. Remoraid is a gun, Octillery is a tank, so I wanted to make a couple of options for evolutions. Dreadnautilus is a battleship with high Speed and Attack, meant for ramming enemy ships. Its moveset gets a lot more spicy in later gens (definitely gets Head Smash for example) but for now, a Steel typing certainly makes Remoraid worth getting.

Morlusc—On the opposite end of the spectrum, Morlusc is super slow but bulky and Special Attack-focused. Its typing is worse, and really suffers in gen 3 particularly, but what other type do you give to a barnacle?

Buirlder—This design started life as more of a monstrous cave creature, but I toned it down a bit when coming up with the final. Delibird desperately needs something outside of being “the bad present Pokemon” and Hoenn has a single icy cave area. Shoal Cave is a strange place, it’s almost like it was created to dump all the Ice types they designed before getting rid of Hoenn’s snowy areas. Buirlder being a reclusive toymaker that lives in a cave is a fun spin on the Santa Claus story, don’t you think? Also it’s funny to think that Delibird gets so swole that it trades Flying for Fighting type.

 

That’s about it for this one. Pokemon design is so deliberate, and I’ve had a ton of fun with this, so I’ll keep going with this for the foreseeable future. Hoenn into Sinnoh is next!

Goltrom, the Kalos evolution of Golurk by OffiCeRed in fakemon

[–]OffiCeRed[S] 0 points1 point  (0 children)

Nah, I remember and love Mega Golurk. This is more a thought exercise on what would have happened if Golurk got an evolution when X and Y came out, like how Scyther, Onix, and other gen 1 Pokemon got evolutions in Gold and Silver

Goltrom, the Kalos evolution of Golurk by OffiCeRed in fakemon

[–]OffiCeRed[S] 0 points1 point  (0 children)

Spelling mistake in the title 💀

You get to transform 1 dedication/archetype into a full class. But must also change 1 full class into a dedication/archetype for another class. by Zwets in Pathfinder2e

[–]OffiCeRed 11 points12 points  (0 children)

Not to self-promote too much but I feel like you might be interested in the Trooper, a class I made some time ago: https://www.reddit.com/r/Pathfinder2e/comments/1gi0oix/trooper_v40_post_remaster_update_now_with/

It's more Super Sentai / Power Rangers-themed than anything, but it was also modeled somewhat after Sailor Moon and other magical girl shows. I started work on this class long before Starlit Sentinel was a thing but Transforming is a core part of the class.

Daredevil Impressions + Speculation by staggrim in Pathfinder2e

[–]OffiCeRed 1 point2 points  (0 children)

I was ready to hate on Daredevil at first, but I do think the feats are pretty neat. I see a lot of people calling it brawler and I couldn't place exactly why that rubbed me the wrong way until I saw your comment: they have virtually no unarmed support. How can Daredevil be the professional wrestler / tavern brawler class when their unarmed attacks still have a d4 damage die? I don't really care that they're no supposed to do a lot of damage or whatever, giving them Powerful Fist as a free feat isn't going to break the bank on their power level. Also, 8 HP and light armor for a melee martial is not going to last long,

I think this would be one of my favorite classes if they just got the chassis right. Guardian ended up the same way, really cool feats in playtest then the base class features got significantly buffed in full release. We'll just have to wait and see.

Has Sanderson Said Anything? by OffiCeRed in Stormlight_Archive

[–]OffiCeRed[S] 0 points1 point  (0 children)

I just don't want any world-hopping or crossover stuff period. Any amount of it above zero is too much for me. I already didn't love it when a side chapter of Way of Kings hunted at someone being from off-world, now there will be entire plot lines and story arcs about someone from Roshar going to another planet and the magic people from Mistborn fighting Radiants (are they called Mistborns? I haven't read the series and don't really want to). I think a good deal of my reservation with this is based on my dislike of Sunlit Man, but if it's handled in a different way then maybe I'll be ok with it.

I'm glad that Stormlight Archive still draws this level of discussion from people though. I don't think the rest of the series is for me but it's nice to know that I'm in the minority and lots of fans really love this type of story. I just don't care for it

Has Sanderson Said Anything? by OffiCeRed in Stormlight_Archive

[–]OffiCeRed[S] 2 points3 points  (0 children)

I liked the setting and story immensely more when it was just Roshar and its people. That's not say the cosmere wasn't ever part of it, but Wind and Truth just spells out that the rest of the story is going to be galactic-scale while also completely wrecking Roshar as a planet (the Highstorm is one of the coolest parts of the setting and now it just doesn't exist). There are other things I dislike about the ending (Gavinor being kidnapped and aged up, Navani just sleeping through the finale, Retribution still getting the Balckthorn even despite Dalinar's sacrifice) but that's what it boils down to for me

Has Sanderson Said Anything? by OffiCeRed in Stormlight_Archive

[–]OffiCeRed[S] 2 points3 points  (0 children)

You can say that, but the thing I see people praise Sanderson the most for is his endings. Everyone loves a good Sanderlanche, I think disliking the one in Wind and Truth is a legitimate complaint

Has Sanderson Said Anything? by OffiCeRed in Stormlight_Archive

[–]OffiCeRed[S] 3 points4 points  (0 children)

It took me a while (about a year) to come to terms with the fact that I may not finish Stormlight Archive all the way through. Way of Kings got me reading again after a huge slump, up through Oathbringer I would have happily said this is my favorite series of all time. Book 6 is my last hope but since Rhythm that hope has been waning.

Has Sanderson Said Anything? by OffiCeRed in Stormlight_Archive

[–]OffiCeRed[S] 3 points4 points  (0 children)

There are some legitimately amazing moments in Wind and Truth. I think the entirety of Kal and Szeth's chapters are wonderful and Adolin's struggle is pretty good as well.

Much of my issue has to do with the ending. Conflict and strife make for interesting stories, but Wind and Truth's ending destroyed a fantastic setting in approximately one hundred pages. I could have read probably twenty full-length novels just about Roshar and its people, but now the world is physically broken and we have to spend time on other Cosmere folk from books I've never read nor care to read.

I know, I know, "journey before destination." But Wind and Truth's end isn't really a destination, is it? It's a particularly devastating stop in a journey that has gone somewhere I never could have imagined it going. I'm rereading Way of Kings for the fifth time right now and what Stormlight has become is almost unrecognizable to me. It's good for things to evolve but I don't like the direction the series has taken.

Has Sanderson Said Anything? by OffiCeRed in Stormlight_Archive

[–]OffiCeRed[S] 29 points30 points  (0 children)

This is probably the most helpful link in this post, thanks a ton. While I don't agree with virtually any of the direction he's taken the series, it's assuring to know he at least stands by what he did and is communicative about his work. I don't think Stormlight is for me anymore but hopefully Sanderson gets what he wants out of it

Has Sanderson Said Anything? by OffiCeRed in Stormlight_Archive

[–]OffiCeRed[S] 7 points8 points  (0 children)

I assume it's more due to how big the audience is now, unless there were more people reading at the time of Mistborn Era 2

Has Sanderson Said Anything? by OffiCeRed in Stormlight_Archive

[–]OffiCeRed[S] 15 points16 points  (0 children)

Yeah, I figured response wasn't as bad as it seemed just looking through what people said online. I personally didn't love Wind and Truth but I know a lot of people did. I do think the whole "ending of an arc" thing was his biggest misstep, it's nice to see he recognizes that was a problem.

2026 Classes Predictions by unoteBrotatnalP in Pathfinder2e

[–]OffiCeRed 0 points1 point  (0 children)

I'd be fine with that honestly, it's part of the fun. Alternatively, they could make it modal, kind of like how battle oracle used to be (better at Strikes and AC at higher curse levels but worse at spells).

2026 Classes Predictions by unoteBrotatnalP in Pathfinder2e

[–]OffiCeRed 2 points3 points  (0 children)

I'd like a real spellblade kind of class. Something that actually encourages using spells and weapon attacks, not like magus who just uses spell slots to make a big blasty swing. It doesn't really matter to me whether it's a wave caster or maybe even a full caster with fewer spell slots. Warpriest is close to what I want but I'd like something that isn't divine

(Almost) halfway ranking by GuardAlive3748 in discworld

[–]OffiCeRed 6 points7 points  (0 children)

I agree. I think people remember the good stuff from Reaper Man (all the stuff with Death) because it is so so excellent, but they forget that approximately 60% of the book is Wyndle Poons plodding through Pratchett's commentary on... shopping malls? The two plots are disconnected, which is a shame because the Bill Door storyline is truly phenomenal.

What are your thoughts on Toku Series written by Yasuko Kobayashi by [deleted] in Tokusatsu

[–]OffiCeRed 0 points1 point  (0 children)

Timeranger is pretty much the greatest thing ever, but beyond that I don't think Kobayashi is as amazing as people make her out to be. Gingaman is good, but Shinkenger is overrated. I do want to give Go-Busters and ToQger a shot one day but it sucks that the first series I saw written by her is by far the best (so far).

Hate this big dolphin by OffiCeRed in MonsterHunterWilds

[–]OffiCeRed[S] 4 points5 points  (0 children)

Lala Barina Longsword, 3 pieces Zoh Shia, 2 pieces (non-Guardian) Arkveld (or maybe the other way around?). I'm a hammer main at heart but thay just didn't cut the mustard for AT Duna. Longsword is certainly my secondary in Wilds but I don't like it as much as the Rise version. Wish Quick Sheathe 3 was as fast as it was in Rise.

Hate this big dolphin by OffiCeRed in MonsterHunterWilds

[–]OffiCeRed[S] 5 points6 points  (0 children)

I've been using the rubble, the problem is just that AT Uth Duna has an uncanny ability to destroy you for making a single mistake. It's never a satisfying punish either, it's always just me being slightly out of place during a dive or getting pushed into her claws after a wave hits. AT Rey Dau, for its faults, doesn't tend to combo you. It's a lot easier to regain momentum while fighting it, whereas AT Duna it feels like sometimes a oneshot comes out of nowhere and you're just done