A kinda big change I missed is now whenever Ranger increases their Class DC at levels 9 and 17 you also increase your proficiency in Spell Attacks and DCs up to a Master proficiency!
The addition of the arbalest and the remastered crossbow ace feat has me seriously considering playing an Outwit stealth-focused build w/ crossbow ace and Hunter’s aim
It was confirmed elsewhere that Snares were removed because they wanted to completely rework them, and so Player Core 2 will have the revamped snares and the new Snarecrafter archetype.
will they be giving Ranger back his access to snare related feats??? because this feels like removing the magic feats from the rogue. OH WAIT! no but seriously these class changes have my whole group lookin at the remaster like an annoying old man saying we cant have fun anymore.
really hope to see the new snare crafting and trap master archetypes in the future, they felt not easy to combine in many scenarios so the revision might make them more flexible to use in more buiilds.
I think the changes overall were solid. Classic Crossbow Ace really didn’t feel cohesive as PF2E design to me. A straight up passive damage boost that doesn’t scale feels like tepid design, and an enhanced reload feels more fitting (though I feel like it should also be usable for Firearms). In Pathfinder 2E, I feel like damage boosting feats should come from conditional features such as requiring Off-Guard or an extra Action invested. I think Snares will probably be in Player Core 2, with more ways to use them actively and spontaneously. Like maybe having a way to use a Reaction to have them pop when an enemy comes close, requiring an enemy Perception or Reflex check.
Note that because Impossible Flurry no longer has the Open trait, rangers with an extra action (e.g. from haste) can make a regular attack with no MAP before using it. Nontrivial buff!
I believe Crossbow Ace was originally intended as a way to keep crossbows competitive with other fighting styles, which was kinda needed because _all_ crossbows were Simple in the original release. Now that they've introduced a martial crossbow, the damage isn't as much of a problem anymore so they made the feat more of a tactical option rather than just increasing your numbers. I think this was explained in the Paizo blogpost a while ago that teased some of the Remaster Ranger.
The martial crossbow added did the same thing as using the simple crossbow + crossbow ace. So the new martial crossbow + new crossbow ace is just better than having to tale crossbow ace before with the simple crossbow.
These videos are so nice!! Really useful for when you want to update your characters and make sure you are upto date with your rules! Hopefully you make more when PC2 comes out!
I wouldn’t say that. Outwit is still bad (Thaumaturge fills the same role as outwit but with superior scaling and doesn’t sacrifice damage) and Precision has damage scaling issues. Cleric, Rogue, and Witch have made out light bandits. Bard, Druid, and Fighter get quality changes. Ranger and Wizard are slightly better and slightly worse respectively. Ranger isn’t a bad class, but it languishes a bit midgame and has other classes performing it’s niches in a much better realized way.
@@Nastara Well to be competitive the outwit edge just needs a +2 in diplomacy to use "bon mot" and that's about it, not a big deal. I think outwit Ranger is a great chassis for many builds, it's a great defensive option and in late game it works well as a buffer when you can share your edge benefits specially if your allies hate shields.
The reason why crossbow ace was reworked is because of this philosophy of a) no bad builds and b) no perfect all encompassing builds. Pre-rework the crossbow ranger *had* to take crossbow ace as it was a flat bonus that was all encompassing to crossbow playstyle meaning if the crossbow ranger *didn't* take pre-rework crossbow ace they'd be nerfing themselves as the feat was mandatory for EVERY crossbow playstyle. Thus limiting character builds and expression, creating resentment at a player who didn't take it and turning other feats into feelbads.
I’m glad they addressed point B, just wish they had addressed point A while they were at it. I’m exaggerating a little but crossbow builds could really stand to have some more powerful options than the Arbalest.
@Kitusser the difference is passive power vs optional power. Twin Takedown is an action you choose as is hunted shot while Crossbow Ace is a flat boost. The flat boost made it so you had to grab it, somehow, for any other Crossbow build. If it was made as either an action you used (maybe 2 actions, but boost damage by 1 step+2) or it was once per day, it'd work out. Basically, Paizo doesn't want passive "must picks", they want the power of choice instead.
@@hellfrozenphoenix13 How is it not a must pick when they're so powerful that you would choose to use twin weapons or a bow just because of their existence?
@@Kitusser again, the difference is Passive vs Active. You must spend actions on Twin Takedown, meaning it is competing for action economy. Whole Crossbow Ace didn't, and was passive, not to mention that makes it automatically synergie with ANY Crossbow strike. That means it affects much more than a one strong action feat, but rather a "pick this and EVERYTHING does more damage" is the kind of design they want on the class itself.
3:05 They adressed *why* they changed it like that in "Player Core Preview: The Remastered Ranger", 3rd October 2023 on the Blog. But basically: - it was a Feat Tax - it conflicted with having your Crossbow Reloaded and Prey Hunted at the start of combat - it would have been worthless with the Arbalest around Note that RAW Create a Diversion will break instantly because of the reload. That will hopefully be Eratad. 6:10 "Ranger snares are going to be the one thing not appearing in Player Core that were originally available to the class; snares were kind of the least satisfying of the options available to the ranger and the least used options, so we’ve pulled those out of the class. They’ll be appearing in Player Core 2 alongside the Snarecrafter archetype, with a much-needed facelift." - Same blogpost 12:20 It is a good Feat, but it seems way too late and high level at 16. 13:18 Edit: As was pointed out, that one makes 3 attacks per weapon. Which makes a lot more sense. -Why does that feat exist? Hunt Prey + Twin Takedown + Strike is better use of 3 Actions. And Twin Takedown + Strike + Strike is more Strikes at better MAP if you have already hunted Prey.-
You misunderstood the feat at 13. it makes 3 strikes *each* that is *6* strikes. on a flurry ranger at that level that's 2 strikes at -1 and 4 strikes at -2 which is actually insane
Crossbow ace was removed because it was a must-take feat for crossbow builds and they wanted to avoid that. Instead, they added the arbalest crossbow that essentially makes up for that extra damage
The new crossbow crit specialization does bleed damage. That makes up the the crossbow ace damage imo. That, plus rangers had no other reload mechanic and really needed to archetype to shine with crossbows.
Paizo did a blogpost on Crossbow ace. they basically were unsatisfied that crossbow ace was the only way to make a crossbow build and it didn't function the way feats are supposed to. They instead made crossbows their own weapon type and added in a full martial crossbow to open up design space.
Haven't seen the books, yet, but didn't ranger get scaling spell casting proficiency and spell dc proficiency? Might be something to mention, since it only got trained before, and even that was only if it took a warden spell feat.
@AK-qn4jp well... I guess Paizo deemed it too much? Elemental Sorcerers have Elemental Blast, which is a 5th spell rank 8d6 damage with variable range and shape (10ft burst, 30ft cone, 60ft line). For comparison, 5th rank Fireball is 10d6 damage in 20ft burst 3 free Fireballs every battle is good. 5 free Fireballs every battle is nutty. 5+ free Fireballs every battle is too good
I think you might be right, though I say that with a view of 4e essentials as shallower and far less interesting than what they started from. Some of Paizo's changes are giving that same vibe now. Just some. That said, the motivations for pretty much all of the changes here are not at all what it was for the move into 4e essentials.
Create a distraction into hunters aim, +4 to hit anyone? The fact that crossbows critting also causes someone to be immobilized and they have to spend an action to Interact which can trigger reactive strikes, ya this is def a cool build.
I concur. A maximized level 5 Ranger with " crossbow ace " and " hunter's aim " will have a + 16 on his single shot, vs. the targets AC with -2 penalty ( off-guard ). Assuming a level 8 enemy ( severe to extreme-threat boss ) the standard DC is 24, reduce to 22 ( off-guard ). That Ranger will hit at a 6 ( 75% chance) , and crit at a 16 ( 25% chance ). Using the "simple" Crossbow the resulting damage will be 2d8*2 ( + 1d8 bleed ) or the new Arbalest 2d10*2 ( + 1d8 bleed ). Obviously that Ranger would lean heavy into the social skills, to make use of that high Charisma to create the diversion. Sounds dope to me.
The crossbox ace changes are a buff because crossbows are terrible: The only "advantage" a base crossbow has over a longbow is that they don't have the volley trait, but reloading costs them enough actions that crossow DPS will be far, far under longbow DPS, even considering the damage improvements from crossbow ace. The new iteration of the feats offers mechanically interesting and useful options that aren't common with other ranged weapons.
Crossbow Ace is kinda disappointing to me... Create a Diversion is not something you can spam because of +4 bonus to enemies' Perception DC once you not just fool them once, but even if you try and fail. Take Cover is better, but it feel situational for me. You benefit from Take Cover until you move, so you either don't move and thus don't benefit from Crossbow Ace at all or you move AND reload, and thus you shoot at snail's pace Old Crossbow Ace was more straightforward. Bonus damage is always welcome, just don't forget to shoot until the end of the next turn. Also, it wasn't it's own action. It was a bonus you your Hunt Prey and Interact to reload, the former meaning you proc CA pretty much for free every time you switch target, and the latter meaning it stacks with Running Reload and, if you really want to double down on crossbows, Gunslinger's Sniper's Way, which works pretty much the same as new CA
MY GOD they are ditching snares which were like the only reason other than crossbow stuff for me to pick up rangers (AND THEY WERE COOL!) add to this that they are trying to take away the magical options from the Rogue and this remaster SUCK for me! i loved the snare focused ranger cause it was a uniquely "hunter" sort of concept and i loved the Eldritch Trickster and magic feats from Rogue because it filled in the gap for people who wanna play a tricksy rogue with just a handfull of magic to help steal things and lie better! there is a reason why even D&D has a magic rogue option, its a CLASSIC and it is loved! im so let down by the things they are removing in this "remaster". a new update shouldnt have LESS STUFF IN IT!!
A kinda big change I missed is now whenever Ranger increases their Class DC at levels 9 and 17 you also increase your proficiency in Spell Attacks and DCs up to a Master proficiency!
The addition of the arbalest and the remastered crossbow ace feat has me seriously considering playing an Outwit stealth-focused build w/ crossbow ace and Hunter’s aim
It was confirmed elsewhere that Snares were removed because they wanted to completely rework them, and so Player Core 2 will have the revamped snares and the new Snarecrafter archetype.
Good to know
@@theebadluckgamer I think you missed the Blogpost talking about the Remaster Ranger. Snares and Crossbow Ace were explained there.
@@christopherg2347 I did it was coincidentally on my birthday which is why I ended up missing it
6:43 So called "Delayed Snare Feats". Could be swapped with Warrior Muse.
will they be giving Ranger back his access to snare related feats???
because this feels like removing the magic feats from the rogue. OH WAIT!
no but seriously these class changes have my whole group lookin at the remaster like an annoying old man saying we cant have fun anymore.
Enjoying these concise per-class/topic videos and subbed :)
really hope to see the new snare crafting and trap master archetypes in the future, they felt not easy to combine in many scenarios so the revision might make them more flexible to use in more buiilds.
I think the changes overall were solid. Classic Crossbow Ace really didn’t feel cohesive as PF2E design to me. A straight up passive damage boost that doesn’t scale feels like tepid design, and an enhanced reload feels more fitting (though I feel like it should also be usable for Firearms).
In Pathfinder 2E, I feel like damage boosting feats should come from conditional features such as requiring Off-Guard or an extra Action invested.
I think Snares will probably be in Player Core 2, with more ways to use them actively and spontaneously. Like maybe having a way to use a Reaction to have them pop when an enemy comes close, requiring an enemy Perception or Reflex check.
Player core 2 is adding snare crafting options as an archetype
Note that because Impossible Flurry no longer has the Open trait, rangers with an extra action (e.g. from haste) can make a regular attack with no MAP before using it. Nontrivial buff!
Crossbow Ace looks a lot like a gunslinger's way reload action. I like that change.
I believe Crossbow Ace was originally intended as a way to keep crossbows competitive with other fighting styles, which was kinda needed because _all_ crossbows were Simple in the original release.
Now that they've introduced a martial crossbow, the damage isn't as much of a problem anymore so they made the feat more of a tactical option rather than just increasing your numbers.
I think this was explained in the Paizo blogpost a while ago that teased some of the Remaster Ranger.
The martial crossbow added did the same thing as using the simple crossbow + crossbow ace.
So the new martial crossbow + new crossbow ace is just better than having to tale crossbow ace before with the simple crossbow.
These videos are so nice!! Really useful for when you want to update your characters and make sure you are upto date with your rules! Hopefully you make more when PC2 comes out!
Ranger didn't need a lot of changes cause it was perfect already🥰
Ranger was already top notch so it's fair it didn't get changed too much
I wouldn’t say that. Outwit is still bad (Thaumaturge fills the same role as outwit but with superior scaling and doesn’t sacrifice damage) and Precision has damage scaling issues. Cleric, Rogue, and Witch have made out light bandits. Bard, Druid, and Fighter get quality changes. Ranger and Wizard are slightly better and slightly worse respectively.
Ranger isn’t a bad class, but it languishes a bit midgame and has other classes performing it’s niches in a much better realized way.
@@Nastara
Eh, can't be perfect ig
@@Nastara Well to be competitive the outwit edge just needs a +2 in diplomacy to use "bon mot" and that's about it, not a big deal. I think outwit Ranger is a great chassis for many builds, it's a great defensive option and in late game it works well as a buffer when you can share your edge benefits specially if your allies hate shields.
@@vehemetipolygoniae2197 Indeed it cannot. But it sucks that the clearly stronger martial (Rogue) got more love.
The reason why crossbow ace was reworked is because of this philosophy of a) no bad builds and b) no perfect all encompassing builds. Pre-rework the crossbow ranger *had* to take crossbow ace as it was a flat bonus that was all encompassing to crossbow playstyle meaning if the crossbow ranger *didn't* take pre-rework crossbow ace they'd be nerfing themselves as the feat was mandatory for EVERY crossbow playstyle. Thus limiting character builds and expression, creating resentment at a player who didn't take it and turning other feats into feelbads.
I’m glad they addressed point B, just wish they had addressed point A while they were at it. I’m exaggerating a little but crossbow builds could really stand to have some more powerful options than the Arbalest.
So why is hunted shot and twin takedown not removed? They're literally mandatory feats for ranger if you're using a bow or two weapons.
@Kitusser the difference is passive power vs optional power. Twin Takedown is an action you choose as is hunted shot while Crossbow Ace is a flat boost. The flat boost made it so you had to grab it, somehow, for any other Crossbow build. If it was made as either an action you used (maybe 2 actions, but boost damage by 1 step+2) or it was once per day, it'd work out.
Basically, Paizo doesn't want passive "must picks", they want the power of choice instead.
@@hellfrozenphoenix13 How is it not a must pick when they're so powerful that you would choose to use twin weapons or a bow just because of their existence?
@@Kitusser again, the difference is Passive vs Active. You must spend actions on Twin Takedown, meaning it is competing for action economy. Whole Crossbow Ace didn't, and was passive, not to mention that makes it automatically synergie with ANY Crossbow strike. That means it affects much more than a one strong action feat, but rather a "pick this and EVERYTHING does more damage" is the kind of design they want on the class itself.
3:05 They adressed *why* they changed it like that in "Player Core Preview: The Remastered Ranger", 3rd October 2023 on the Blog.
But basically:
- it was a Feat Tax
- it conflicted with having your Crossbow Reloaded and Prey Hunted at the start of combat
- it would have been worthless with the Arbalest around
Note that RAW Create a Diversion will break instantly because of the reload. That will hopefully be Eratad.
6:10 "Ranger snares are going to be the one thing not appearing in Player Core that were originally available to the class; snares were kind of the least satisfying of the options available to the ranger and the least used options, so we’ve pulled those out of the class. They’ll be appearing in Player Core 2 alongside the Snarecrafter archetype, with a much-needed facelift." - Same blogpost
12:20 It is a good Feat, but it seems way too late and high level at 16.
13:18 Edit: As was pointed out, that one makes 3 attacks per weapon. Which makes a lot more sense.
-Why does that feat exist? Hunt Prey + Twin Takedown + Strike is better use of 3 Actions. And Twin Takedown + Strike + Strike is more Strikes at better MAP if you have already hunted Prey.-
You misunderstood the feat at 13. it makes 3 strikes *each* that is *6* strikes. on a flurry ranger at that level that's 2 strikes at -1 and 4 strikes at -2 which is actually insane
@@oneringtorulethemagicarp7199 You are right, that actually makes sense!
I had missed "with each weapon".
I was confused at first too, but after seeing that I was like... damn. @@christopherg2347
Crossbow ace was removed because it was a must-take feat for crossbow builds and they wanted to avoid that. Instead, they added the arbalest crossbow that essentially makes up for that extra damage
*changed not removed
The new crossbow crit specialization does bleed damage. That makes up the the crossbow ace damage imo. That, plus rangers had no other reload mechanic and really needed to archetype to shine with crossbows.
What about Running Reload ? Level 4 Ranger feat.
Thank you for covering the remaster changes. These are great! When are you going to do the Druid?
Today!
Maybe they will have an equipment book with all the new snare information and feats.
I have been told that Snares will be coming out in Player Core 2 and there will be an Archetype based on it
Paizo did a blogpost on Crossbow ace. they basically were unsatisfied that crossbow ace was the only way to make a crossbow build and it didn't function the way feats are supposed to. They instead made crossbows their own weapon type and added in a full martial crossbow to open up design space.
Haven't seen the books, yet, but didn't ranger get scaling spell casting proficiency and spell dc proficiency? Might be something to mention, since it only got trained before, and even that was only if it took a warden spell feat.
You are correct! Now your proficiency with spell attacks and dcs get up to Master at level 17 as long as you have Warden Spells
Slight correction at Warden spells... Wasn't Focus Point cap removed entirely?
Nope, still caps at 3 points
@@theebadluckgamer just double checked Rules Lawyer's video. Indeed, they simplified it a bit, but the cap is still 3...
My bad
Ugh why would they keep the cap at three
@AK-qn4jp well... I guess Paizo deemed it too much?
Elemental Sorcerers have Elemental Blast, which is a 5th spell rank 8d6 damage with variable range and shape (10ft burst, 30ft cone, 60ft line). For comparison, 5th rank Fireball is 10d6 damage in 20ft burst
3 free Fireballs every battle is good. 5 free Fireballs every battle is nutty. 5+ free Fireballs every battle is too good
I always have seen PF2e as the functional version of D&D4e.
Now, with the remaster, it looks like the 4e essentials.
Love it.
I think you might be right, though I say that with a view of 4e essentials as shallower and far less interesting than what they started from. Some of Paizo's changes are giving that same vibe now. Just some. That said, the motivations for pretty much all of the changes here are not at all what it was for the move into 4e essentials.
Woooot! Let's go!!
Create a distraction into hunters aim, +4 to hit anyone? The fact that crossbows critting also causes someone to be immobilized and they have to spend an action to Interact which can trigger reactive strikes, ya this is def a cool build.
I think but not 100% sure crossbows now have their own weapon group with a bleed crit spec. But I don't have the book so maybe BLG can confirm. :)
Indeed, it now does 1d8 persistent bleed and adds additional damage equal the weapons item bonus to attack rolls
Figures they would see that and nerf it, but it's still a decent crit effect still.
I concur. A maximized level 5 Ranger with " crossbow ace " and " hunter's aim " will have a + 16 on his single shot, vs. the targets AC with -2 penalty ( off-guard ). Assuming a level 8 enemy ( severe to extreme-threat boss ) the standard DC is 24, reduce to 22 ( off-guard ). That Ranger will hit at a 6 ( 75% chance) , and crit at a 16 ( 25% chance ). Using the "simple" Crossbow the resulting damage will be 2d8*2 ( + 1d8 bleed ) or the new Arbalest 2d10*2 ( + 1d8 bleed ). Obviously that Ranger would lean heavy into the social skills, to make use of that high Charisma to create the diversion. Sounds dope to me.
this sounds great until you realize that you just spent 3 actions to make 1 strike at the power of a fighter while dealing less damage...
Did any of the warden spells themselves change?
I believe that "as written" Crossbow Ace can't work now?
The crossbox ace changes are a buff because crossbows are terrible: The only "advantage" a base crossbow has over a longbow is that they don't have the volley trait, but reloading costs them enough actions that crossow DPS will be far, far under longbow DPS, even considering the damage improvements from crossbow ace. The new iteration of the feats offers mechanically interesting and useful options that aren't common with other ranged weapons.
Hey, like the channel but the intro needs to be cut short. No reason to wait 2-3+ min to get to content
Crossbow Ace is kinda disappointing to me... Create a Diversion is not something you can spam because of +4 bonus to enemies' Perception DC once you not just fool them once, but even if you try and fail. Take Cover is better, but it feel situational for me. You benefit from Take Cover until you move, so you either don't move and thus don't benefit from Crossbow Ace at all or you move AND reload, and thus you shoot at snail's pace
Old Crossbow Ace was more straightforward. Bonus damage is always welcome, just don't forget to shoot until the end of the next turn. Also, it wasn't it's own action. It was a bonus you your Hunt Prey and Interact to reload, the former meaning you proc CA pretty much for free every time you switch target, and the latter meaning it stacks with Running Reload and, if you really want to double down on crossbows, Gunslinger's Sniper's Way, which works pretty much the same as new CA
MY GOD they are ditching snares which were like the only reason other than crossbow stuff for me to pick up rangers (AND THEY WERE COOL!)
add to this that they are trying to take away the magical options from the Rogue and this remaster SUCK for me! i loved the snare focused ranger cause it was a uniquely "hunter" sort of concept and i loved the Eldritch Trickster and magic feats from Rogue because it filled in the gap for people who wanna play a tricksy rogue with just a handfull of magic to help steal things and lie better! there is a reason why even D&D has a magic rogue option, its a CLASSIC and it is loved!
im so let down by the things they are removing in this "remaster". a new update shouldnt have LESS STUFF IN IT!!