With Howl of the Wild released, the wider community seems to be turning its attentions to Player Core 2 now. The new hotness is "what do you expect from {class} in PC2?"
So, what does the Threadiverse expect from the classes in PC2? We know Alchemist, Champion, Oracle, and Sorcerer are all in line to get some kind of meaningful touch-up.
One of Oracle's class features just got generalized to the whole game
Champion needs adjustments to account for the removal of alignment. And with the Guardian seemingly stepping into the non-religious defender role, the Champion could see its theming further narrowed.
Sorcerer needs some of its bloodlines to be reflavoured to disentangle it from the OGL
They said they wanted to make Alchemist not suck-out-loud for players who don't have the most mastered of system mastry.
But what does this mean exactly, in your estimation?
Personally, I'm seeing people starting to get hyped, and I think they're all going to be sorely disappointed by the scope of any updates in this release. I'm expecting modest changes to the chases of Oracle and Champion, some tweaks to TEML progression for Alchemist, and no chassis tweaks at all for Sorcerer, with Oracle and Champion getting additional feat support in War of the Immortals.
I'm very interested to see how the champion is handled, especially having seen the guardian which seems to be trampling all over it. I wonder if they will make the champion a bit more offense oriented and into more like the 5e Paladin as a resolution for the alignment stuff. I always hated how tangled alignment and the Golarion setting are in pf2e and I hope they can make that a bit better.
I'm frothing at the mouth for some alchemy buffs. I want my teammates to be excited to have an alchemist in the team, and not have to pester them to accept faustian bargains for what amounts to a +1 to a single roll every adventuring day.
I want alchemy bonuses to become status bonuses.
I want bombs to all go up a dice size and add the creator's int by default (they're consumable weapons, they should be good).
I want poisons to use the alchemist's class DCs.
I want saveless weapon oils for poison immune enemies.
I want more inhaled poisons for battlefield control and area denial.
I want more contact poisons for trapmaking.
I actually don't care too much about master weapon proficiency, i just want to have the unique stuff alchemists can do be more viable and attractive to their teammates.