I don't think anyone saw this coming!
Yup, we all know this. This is why we are posting in this thread.
This thread is as much about sharing opinions as anything. You don't like mine, so you are questioning the validity of my comment. That is pretty low. I dont see you telling the fans of this class to stop gushing about it and start posting play reports.
Anywho, I will be allowing a nerfed version of this in a Curse of the Crimson Throne conversion I'm running. Again, the flavor is cool and it's a neat concept. I am open to that but this is OP as hell and I just don't see how this doesn't overshadow the rogue without significant modification. Heh, give up 1 or 2 dpr in exchange for consistent damage, at will aoe, and awesome utility and support abilities? Hehe, lol.
Nerfed version I will be using
The magic items they get are on a delayed progression. So, what it says they get at 2 through wondrous invention they get at 5 instead. The original 20th level tier is removed. Also instead of getting superior attunement at 5 and 15, they get it once at 7.
The construct will just be a Clockwork Familiar (like the ones you get from find familiar) that costs 50 gp and 1 day to make or replace. It can be replaced by a mechanical version of one of the Chain Pact Warlock's improved familiars at 11th level (the cost to make/replace this guy is 200 gold). The stuff about it being a construct and not able to be charmed/poisoned applies but like a familiar it can't attack.
Alchemical fire increases in damage to 2d6 at 4 and every 4 levels after that. Alchemical Acid increases in damage at 3 and every 3 levels after.
Thunder Cannon deals 1d6 base damage. It gains a +1 enhancement bonus every 7 levels. Thunder Monger damage increases at 3 and every 3 levels after. Blast wave damage starts at 1d6. Piercing and explosive round damage reduced by 1 die.
I love the Artificer. Definitely a bit rough around the edges, and I've fiddled with it for my own usage. Bumped it up to a half-caster (it's pretty easy to set up a 5th level list for the Artificer), removed the Mechanical Servant (that would be perfect for a Beastmaster-esque subclass, but I dislike all Artificers getting it), and slightly increased the damage on the existing archetypes to compensate for the loss of the pet.
Really looking forward to seeing a final version in a future crunch book!
You are perfectly allowed your opinion, but you are bring fairly aggressive about a side issue (numerical balance) which is not really in question at this time. Seems pretty pointless to get combative about an irrelevant point?
I like the passive aggressive digs at my points. Good use of politely dropped descriptors ("aggressive," "side issue," "point less," and "irrelevant") to pretend you are being polite when are actually being the opposite. Keep on trolling, brother.
Getting in arguments over the mechanical balance of something that is explicitly not mechanically balanced is, indeed, pointless and irrelevant by definition, as it is completely besides the point of discussion; again, no need to be aggressive about it, that's something WotC will address in internal testing after discovering what percentage of the population likes robots buddies or guns.
Anywho, I will be allowing a nerfed version of this in a Curse of the Crimson Throne conversion I'm running. Again, the flavor is cool and it's a neat concept. I am open to that but this is OP as hell and I just don't see how this doesn't overshadow the rogue without significant modification. Heh, give up 1 or 2 dpr in exchange for consistent damage, at will aoe, and awesome utility and support abilities? Hehe, lol.
Nerfed version I will be using
The magic items they get are on a delayed progression. So, what it says they get at 2 through wondrous invention they get at 5 instead. The original 20th level tier is removed. Also instead of getting superior attunement at 5 and 15, they get it once at 7.
The construct will just be a Clockwork Familiar (like the ones you get from find familiar) that costs 50 gp and 1 day to make or replace. It can be replaced by a mechanical version of one of the Chain Pact Warlock's improved familiars at 11th level (the cost to make/replace this guy is 200 gold). The stuff about it being a construct and not able to be charmed/poisoned applies but like a familiar it can't attack.
Alchemical fire increases in damage to 2d6 at 4 and every 4 levels after that. Alchemical Acid increases in damage at 3 and every 3 levels after.
Thunder Cannon deals 1d6 base damage. It gains a +1 enhancement bonus every 7 levels. Thunder Monger damage increases at 3 and every 3 levels after. Blast wave damage starts at 1d6. Piercing and explosive round damage reduced by 1 die.
If it's so explicit, everyone would agree on exactly how to change it. Also, if we are posting based on merit alone, this would have one post (the original) and nothing else. But, hey, if you think posts criticizing me for posting a critique of this classes damage somehow hold some kind of intrinsic value that meet your proposed threshold of relevance, by all means, keep trolling.
The Alchemist has some extra healing, and maybe a trick or two if he's being chased, but until they start getting into levels 15 and beyond, they really get nothing to help them survive being attacked or get away, other than the spellcasting, which are the same tricks wizards and warlocks get, only later and a lot fewer.