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Talking about the Alchemist
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<blockquote data-quote="Leatherhead" data-source="post: 7857316" data-attributes="member: 53176"><p>Technically, it was buffed as a healer. They get access to <em>Healing Word</em> and <em>Heal</em> now. And they do get more infusions, so you can still technically get a Homunculus, just at level 6 instead of three. Unfortunately, as a half-caster, everyone will expect them to churn out the DPR like a Paladin or Ranger, and it is noticeably harder for them to do so.</p><p></p><p>Here are the main changes:</p><p></p><ol> <li data-xf-list-type="ol">The Artificer as a whole lost extra attack (except for the Battlesmith). This is not quite as big a deal as it could be, because you can just pick up <em>Firebolt</em> and do bonus INT damage starting at level 5 for roughly the same effect, and do better at higher levels</li> <li data-xf-list-type="ol">The Alchemist had their Homunculus turned into an infusion. People didn't like the Artficer being a pet class (ironically, the Homunculus was the only pet I didn't have a problem with, I even thought the Iron Defender should have been the central feature of it's own subclass separate from the Battlesmith), and people demanded that the alchemist did something with potions (despite brewing potions being ostensibly a downtime activity).</li> </ol><p></p><p>So in return for the free Homunculus, you get Experimental Elixir. And Experimental Elixir is kind of bad for three reasons.</p><p></p><ol> <li data-xf-list-type="ol">It's Random. At least the free ones are. Which are the ones you are going to want to use.</li> <li data-xf-list-type="ol">They don't scale well. At level 9 they do give out additional temp hps, which is it for scaling.</li> <li data-xf-list-type="ol">They severely eat into the action economy.</li> </ol><p>If it was just something like "You can make X/day Elixirs. They are like healing potions except everyone can use them as a bonus action. Additionally, when you get into higher levels, you can make Elixirs that have different effects by expending leveled spell slots" It would have been much better.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7857316, member: 53176"] Technically, it was buffed as a healer. They get access to [I]Healing Word[/I] and [I]Heal[/I] now. And they do get more infusions, so you can still technically get a Homunculus, just at level 6 instead of three. Unfortunately, as a half-caster, everyone will expect them to churn out the DPR like a Paladin or Ranger, and it is noticeably harder for them to do so. Here are the main changes: [LIST=1] [*]The Artificer as a whole lost extra attack (except for the Battlesmith). This is not quite as big a deal as it could be, because you can just pick up [I]Firebolt[/I] and do bonus INT damage starting at level 5 for roughly the same effect, and do better at higher levels [*]The Alchemist had their Homunculus turned into an infusion. People didn't like the Artficer being a pet class (ironically, the Homunculus was the only pet I didn't have a problem with, I even thought the Iron Defender should have been the central feature of it's own subclass separate from the Battlesmith), and people demanded that the alchemist did something with potions (despite brewing potions being ostensibly a downtime activity). [/LIST] So in return for the free Homunculus, you get Experimental Elixir. And Experimental Elixir is kind of bad for three reasons. [LIST=1] [*]It's Random. At least the free ones are. Which are the ones you are going to want to use. [*]They don't scale well. At level 9 they do give out additional temp hps, which is it for scaling. [*]They severely eat into the action economy. [/LIST] If it was just something like "You can make X/day Elixirs. They are like healing potions except everyone can use them as a bonus action. Additionally, when you get into higher levels, you can make Elixirs that have different effects by expending leveled spell slots" It would have been much better. [/QUOTE]
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