tussock wrote:Laser clerics end up with 10d6+7 or so at will, but only really 60 odd average damage
I'm assuming by "laser clerics" you mean the Fire domain. Domain powers are not at will, you get Wis spell points per day, and a few more based on the class feats you take. Fire Ray costs one of those, and takes two actions- so you can only cast one each round. 42 is not 60, and it takes a limited resource.
at best because they can't make use of the -10 or -15 attacks
There's no such thing as a -15 attack. Multiple attack penalty caps at two instances, which is -10 for most characters.
, while a two handed weapon ends up near 65 damage per hit (9d12+7)
A +5 greatsword or greataxe deals 6d12 damage. A character with the Power Attack fighter class feat deals 8d12, which kinda sucks since it takes two actions.
and around 170 damage average
I don't believe you.
with a few reach extenders available
Specifically "being a giant barbarian that turns into a giant and takes a to-hit and AC penalty" and "using a reach weapon that does less damage" and nothing else.
and auto-trips or whatever
The only things I can assume you mean by "auto-trips" are Monk Wolf Drag which is a 2 action attack that knocks the target prone on a hit, and Fighter Knockdown which does likewise. You still have to hit, which is absolutely not a foregone conclusion anymore.
which 2-rounds every solo in the book with a few support hits coming in around 30-40 each.
I'm pretty sure you're just assuming all attacks hit forever at this point.
Still not sure what Wizards do, action denial really hurts some PC builds, but mostly your 3rd action, you don't miss it as a monster, maybe useful for closing for a special 2-action melee attack, but eh. Possibly protection stuff, being invisible is quite strong, maybe they'll got some good debuffs somewhere, divide up the bigger fights I guess.
Spells are primarily for buffing and sometimes blowing away minion trash that's a few levels beneath you. Most control spells only do anything meaningful on a critical failure, and those only happen 5-15% of the time against the worst save of same level opponents.
So, pouring support onto a dedicated damage dealer, just the way the game scales means you're usually wasting your time to do more than your first attack and then just use whatever support actions, positioning, conditions, for helping the best placed melee guy. Flanked or Prone is -2 circumstance to AC, that's very handy.
If you're a martial you literally have nothing else better to do than attack, and depending on your class you might have a bunch of abilities you can only use after you make an attack.
Probably the Fighter winning on damage, gets a steeper curve all the time, benefits so strongly from support. Anyway, don't think shield matters, floating shields cheap, but big stacks of d12 are better than anything I can find, and look like they'll work all day with a bunch of low level at-will support, or get down into sort of 3+ on the 2nd attack with higher level support and focused stacking of AC penalties and attack boosts.
Fighter is comparable with barbarian for most of the game, then the barbarian turns into a fucking dragon suddenly and ditches their sword. Floating shield is an uncommon item, you're not allowed to buy it. "Working all day" isn't an important bullet point when you rest when your casters are empty anyway. Buffs and debuffs largely don't stack at all. None of the bonus or penalty types stack. A Sluggish 2, Flat-footed, Prone, Blind, Paralyzed, and Fatigued target is at -2 AC, period.
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Characters doing their own thing is just relatively weak. Giving someone stronk +2 to hit is way better than most things you can do yourself as most classes, at least after your first couple actions are gone. Attack spells I've looked at are pretty weak really, outside the crits, and yeah, don't seem sensible to chase.
You cast them into piles of minions. Fireballing people your level is a massive waste of time and effort.
Damage Restistance is a pain in the ass unless you go heavy weapon on it, stacking everything on one weapon means your primary just has to punch it from very early on, Regeneration is huge if you don't get things killed right now. Fricken trolls are 20/round.
These are not new problems. It's still PF1 regeneration that turns off if you hit them for 1 point of the relevant damage type, so the wizard that was probably just going to be durdling in the back tosses an acid splash that automatically deals splash damage.
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Speaking of, I expect campaigns to randomly fall over when a Troll just rolls 20s and gets claw crit, claw crit, rend, claw hit, rend in one round. Basically every single monster every round has that 3.0 style Orc Greataxe crit just waiting to murder a random PC when the 20's come up for about 5x the average damage of a hit, or 9x as a troll.
There aren't any negative hitpoints anymore, and you can cheat death with one of your three hero points for the session to stabilize at 1 hp with no stacks of dying. It's really fucking hard to actually die now, it pretty much needs to be a TPK or nothing.