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game was solod on hardest difficulty already
caster class ofc, feel free to google it
casters are still and probably will forever be the most busted thing in DnD. Theres other good classes. Ranger with devourer+bow buffs is busted af. Everything is op. Some tanks are borderline invincible.
Not saying I have a better idea of how they could have implemented it, but sneak attack damage is ridiculously easy to get in this game and thus way OP in my humble opinion.
And those secondary attack like the five attacks per round of the hydras.....
So basically right now Rogues and Monks are broken.
Now imagine a Rogue/Monk the guy is screwed if flanked
Unless of course you meet a high level mage but most of their spells can be easily countered
Rogue has to walk to the enemy (beaten by ekun with devourer +2d6 + hurricane bow + multishot attack feats + the other busted self buff, full hit progression btw)
Gets hit by cleave (try harder difficulties against the giant tomb with rogue, enjoy)
and doesnt even get the largest hits even tho he rolls against full armor (try the sneak attack mage with hellfire ray / scorching ray if you want to see some real damage)
provides 0 cc or other utility (try lategame without freedom of movement on high difficulties)
Some of the cloud spells win the game by themselves. Some buffs are basically required, haste, freedom antipoison to name a few.
No full hit progression. Doesnt matter if you got the best damage in the game if you can only hit your main attack.
Another example is Regongar who rolls 2d6 sneak + strength + 6d6 or whatever from the most basic level 1 spell, +1 per die from feats + 2d6 from magus selfbuff and he gets to cast mirror image and haste which effectively makes him into an invincible shredder. (ohh and did i mention he can choose to roll against touch?)
Granted he falls off later in the game but you get the point.
Rogues are good but calling them op is ridiculous, they have nothing else but decent melee damage going for them. Play on higher difficulty. Try lategame without CC or buffs. good luck!
2nd Edition and 3.5 had some amazing combinations, yes (Dual Classing in 2nd Ed, for example) however just look at the tool tips for Hard and Unfair in PF:KM; "Builds must be nothing less than perfect" - so, by default, a perfect build already breaks core balance.
Of course if your rogue is getting hit by, well, anything then your rogue is built like trash. Dex class, evasion, uncanny dodge. One level monk dip ensures you're basically untouchable. The same buffs available to other characters are available to rogue too.
My Rogue couldn't hit it (+20 Atk vs 42 AC) and, anyway, it was immunne to precision damage.
In the meantime, my Inquisitor had +30 Atk and 1d4+21(!) damage.
Both were buffed (equally) close to my max capability.
Guess who contributed the most to the fight ?
Sounds to me you dun messed up on your rogue.
I don't think I did.
Inquisitor gets +4 luck bonus on attack rolls (Divine Power), +3 from Judgement:Justice and +2 from Greater Bane Weapon. How do you get those bonuses for a rogue ?
Also, stating that +20 and +30 atk bonus is low at level 12 ? Because of those classes being 3/4 BAB (which implies a loss of 3 atk at level 12). Are you serious ?
A bard is another easy +3, Heroism is an easy +2. I'm going to assume you couldn't get flanking (I don't remember the mechanics of every monster in the game, sue me). Reduce person is another functionally +2 hit, and it offsets your lost damage with more dex.
You should have more than +20 hit even without flanking.
The figures I gave included flanking: +20 and +30 were the effective bonuses during the fight.
Also, althought I didn't reduce them, both were benefiting from heroism. So, what am I missing ? +3 from bard and +2 from size ? That cjhanges nothing to the fact that Inquisitor has 10 more atk than Rogue. Both (more or so) properly built.
And hell even if you were only benefitting form Heroism + Flanking I'd expect you to have something like 24 attack bonus on the rogue in that fight.