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Are You Happy with the Selection of Subclasses?
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<blockquote data-quote="Shadowedeyes" data-source="post: 9130824" data-attributes="member: 7027005"><p>Okay, so here is my thoughts.</p><p></p><p>Barbarian</p><p>-I'm pretty happy overall with the 4 subclasses, although I think World Tree could use another pass, as it feels the mechanically weakest of the 4. I kinda wish Zealot was something different just because I think the thematic aspects of it are a bit weak and it mechanically lacks anything exciting until 14th level, but it's fine enough I guess.</p><p></p><p>Bard</p><p>I like the 4 options, although I might have some quibbles over the mechanics of some of them. That said, they each have their own thematic feel and I think none of the options are straight up bad. Valor is probably the weakest still though.</p><p></p><p>Cleric</p><p>Domains as subclass always meant you were going to have significant gaps in flavor for the class. That said, I think the four they did pick were solid choices to cover as much as possible. Life is the classic style cleric. War, Trickery and Light will all play differently from each other, so you can at least sorta tie them to more deities. Really, this is one of the classes the unfortunately is just going to feel off for some people if you are sticking to 4 subclasses per class.</p><p></p><p>Druid</p><p>Not too much to say here. I think it's a good selection, Circle of the Sea seems like a pretty cool new one. Circle of the Moon has been a bit rough in both iterations, although the last one I could live with.</p><p></p><p>Fighter</p><p>Brawler is just bad IMO and not worth it compared to getting a different one with a reprinted Unarmed Fighting Style. I like the improvements to Champion. Battlemaster is still great overall and Eldritch Knight is good, although I wish it could use a weapon as a spellcasting focus.</p><p></p><p>Monk</p><p>Monk obviously still has a number of issues with the base class, but I'm just going to comment on the subclasses. I like the changes to Shadow and think it its in a good place. Elements is a bit weird. I didn't get to playtest it, and on paper it looks very meh overall. Some people I have talked to however who did get to actually use it liked the push/pull and reach, and thought that part played great. I think part of the problem though is it invokes Avatar's element benders, but lacks some of the fun stuff they did in that show, so it doesn't meet a lot of people's expectations. Hand's 11th level is much better, although Quivering Palm got a downgrade, although that isn't surprising to me. Mercy is also a nice include for the 4th subclass.</p><p></p><p>Paladin</p><p>Not much to say, everything seems fine.</p><p></p><p>Ranger</p><p>Again, not a ton to say. Gloom Stalker getting brought down was expected, and the two base class ones seem okay. Fey Wanderer is my favorite Ranger subclass, so nice to see it rounding out the bunch.</p><p></p><p>Rogue</p><p>I've really liked where the rogue has ended up, and the subclasses for the most part as well. Assassin is still probably the weakest of them, but I think it's far more useable than it was before, and I love the Cunning Strike options for Swashbucker. Thief is okay, as is Arcane Trickster.</p><p></p><p>Sorcerer</p><p>I'm a bit worried on this one. I think Abberant and Clockwork as is overshadow the core two thanks to 10 extra spells with more spell options, especially now that we are back to the much more lackluster sorcerer spell list compared to when it was the Arcane list. Wild Magic did get a nice boost admittedly however. Draconic got back Draconic Presence, which did get a buff, but it still as massively boring as it was before. At least it isn't as worthless as it was before though.</p><p></p><p>Warlock</p><p>Love the changes to Archfey and Great Old One. I've never been particularly interested in Celestial, and so personally I wish we had gotten a different subclass, but that's entirely personal opinion, it seems fine as a "good" option for those that like it.</p><p></p><p>Wizard</p><p>Like cleric, 4 subclasses were going to be a tough sell for the wizard. Abjurer still feels like a weird pick, like a few other posts I would have though Necromancy would have gotten a slot over that one. Diviner makes sense as it's popular and the easiest to have a more generalist wizard feel, Evocation for blasting and Illusionist has the legacy to it. I'm not upset by any of the choices, but again, it feels like Abjurer could have had been a stronger thematic option.</p></blockquote><p></p>
[QUOTE="Shadowedeyes, post: 9130824, member: 7027005"] Okay, so here is my thoughts. Barbarian -I'm pretty happy overall with the 4 subclasses, although I think World Tree could use another pass, as it feels the mechanically weakest of the 4. I kinda wish Zealot was something different just because I think the thematic aspects of it are a bit weak and it mechanically lacks anything exciting until 14th level, but it's fine enough I guess. Bard I like the 4 options, although I might have some quibbles over the mechanics of some of them. That said, they each have their own thematic feel and I think none of the options are straight up bad. Valor is probably the weakest still though. Cleric Domains as subclass always meant you were going to have significant gaps in flavor for the class. That said, I think the four they did pick were solid choices to cover as much as possible. Life is the classic style cleric. War, Trickery and Light will all play differently from each other, so you can at least sorta tie them to more deities. Really, this is one of the classes the unfortunately is just going to feel off for some people if you are sticking to 4 subclasses per class. Druid Not too much to say here. I think it's a good selection, Circle of the Sea seems like a pretty cool new one. Circle of the Moon has been a bit rough in both iterations, although the last one I could live with. Fighter Brawler is just bad IMO and not worth it compared to getting a different one with a reprinted Unarmed Fighting Style. I like the improvements to Champion. Battlemaster is still great overall and Eldritch Knight is good, although I wish it could use a weapon as a spellcasting focus. Monk Monk obviously still has a number of issues with the base class, but I'm just going to comment on the subclasses. I like the changes to Shadow and think it its in a good place. Elements is a bit weird. I didn't get to playtest it, and on paper it looks very meh overall. Some people I have talked to however who did get to actually use it liked the push/pull and reach, and thought that part played great. I think part of the problem though is it invokes Avatar's element benders, but lacks some of the fun stuff they did in that show, so it doesn't meet a lot of people's expectations. Hand's 11th level is much better, although Quivering Palm got a downgrade, although that isn't surprising to me. Mercy is also a nice include for the 4th subclass. Paladin Not much to say, everything seems fine. Ranger Again, not a ton to say. Gloom Stalker getting brought down was expected, and the two base class ones seem okay. Fey Wanderer is my favorite Ranger subclass, so nice to see it rounding out the bunch. Rogue I've really liked where the rogue has ended up, and the subclasses for the most part as well. Assassin is still probably the weakest of them, but I think it's far more useable than it was before, and I love the Cunning Strike options for Swashbucker. Thief is okay, as is Arcane Trickster. Sorcerer I'm a bit worried on this one. I think Abberant and Clockwork as is overshadow the core two thanks to 10 extra spells with more spell options, especially now that we are back to the much more lackluster sorcerer spell list compared to when it was the Arcane list. Wild Magic did get a nice boost admittedly however. Draconic got back Draconic Presence, which did get a buff, but it still as massively boring as it was before. At least it isn't as worthless as it was before though. Warlock Love the changes to Archfey and Great Old One. I've never been particularly interested in Celestial, and so personally I wish we had gotten a different subclass, but that's entirely personal opinion, it seems fine as a "good" option for those that like it. Wizard Like cleric, 4 subclasses were going to be a tough sell for the wizard. Abjurer still feels like a weird pick, like a few other posts I would have though Necromancy would have gotten a slot over that one. Diviner makes sense as it's popular and the easiest to have a more generalist wizard feel, Evocation for blasting and Illusionist has the legacy to it. I'm not upset by any of the choices, but again, it feels like Abjurer could have had been a stronger thematic option. [/QUOTE]
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