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EisenKreutzer
2014-10-29, 06:19 PM
I think the idea of Teamwork Feats is cool, but I've seen little other than negative opinions on them.

Are they viable? And whats the best way of using them?

Eonir
2014-10-29, 06:23 PM
I find them nice for NPCs, but they are just extraordinarily lackluster options for a PC.

Kudaku
2014-10-29, 06:29 PM
Some classes get the ability to avoid the drawbacks of teamworks feats (hunters, inquisitors, cavaliers) in which case they can be pretty good. Otherwise I wouldn't bother with them unless the feat fits both yours and another character's concept perfectly.

aleucard
2014-10-29, 06:32 PM
They can be obnoxiously situational for a PC. Few parties have the ability to generate situations where they're useful. It's like a RAI Sanctum Spell; only useful when not only you're able to do the Schrodinger's Feats trick but at least one other person as well, and few tables are willing to let PCs have the kind of cheese that necessitates. Sure, a party of Chameleons may be able to do it, but really you have better crap to do with the floating feat.

Ssalarn
2014-10-29, 07:23 PM
Teamwork feats are hands down the best feats in the game if you can reliably trigger them.
A class like the Inquisitor or Hunter who can reliably use them every round probably won't have any beeter options for his feats, even ones that don't have to be Teamwork feats (with the exception of things like Power Attack and prereqs for the Teamwork feats you want to take).
A class like the Cavalier doesn't get the full advantage of them until very late game though, so it probably won't make sense to take any outside of what the class chassis already provides.
A class that doesn't have built in methods of triggering their feats like Solo Tactics, the Hunter's pet, or Tactician, probably shouldn't be taking them unless the group has planned things out very thoroughly beforehand.

PsyBomb
2014-10-29, 07:44 PM
There are a few that are easy to reliably trigger. Swap Places, Escape Route, Target of Opportunity (ABSURD in heavily-ranged groups), and Coordinated Charge. The larger your group gets, the better the feats get as well (since many of them involve letting someone who is good at a task spread his bonuses around).

Extra Anchovies
2014-10-29, 07:46 PM
Agreeing with the above posts about the Hunter and Inquisitor having the teamwork feat edge. I kind of want to see both in a party, because there'd probably be some teamwork feat overlap even if one goes melee and the other ranged.

PsyBomb
2014-10-29, 07:59 PM
The Vizier with Path of the Seer, as well.all kinds of fun there

grarrrg
2014-10-29, 08:23 PM
Are they viable?

Like any other feat in the game, some are pretty sweet, some are OK, and some aren't worth the paper they're printed on.

The only trait they all share is that someone else needs the same feat (or you have some way to pretend that they have the same feat > Inquisitor).

Ssalarn
2014-10-29, 08:45 PM
Like any other feat in the game, some are pretty sweet, some are OK, and some aren't worth the paper they're printed on.

The only trait they all share is that someone else needs the same feat (or you have some way to pretend that they have the same feat > Inquisitor).

I actually have yet to see a worthless Teamwork feat, which is probably more than I can say of any other classification of feat.

grarrrg
2014-10-29, 09:09 PM
I actually have yet to see a worthless Teamwork feat, which is probably more than I can say of any other classification of feat.

Quick scroll through the list:

Combat Medic (http://www.d20pfsrd.com/feats/general-feats/combat-medic-teamwork) is kinda weak.

Elemental Commixture (http://www.d20pfsrd.com/feats/teamwork-feats/elemental-commixture-teamwork) is too elaborately complicated to be worth it for the majority of the effects.

Pack Flanking (http://www.d20pfsrd.com/feats/general-feats/pack-flanking-teamwork) (and similar (http://www.d20pfsrd.com/feats/general-feats/share-healing-teamwork)) for the fact that they really shouldn't be Teamwork feats to begin with. Note that due to overly specific wording, Pack Flanking does NOTHING to benefit your Companion at all, Shared Healing only function on healing YOU receive, etc...

Shield Wall (http://www.d20pfsrd.com/feats/combat-feats/shield-wall-combat-teamwork), note that Shield Focus (http://www.d20pfsrd.com/feats/combat-feats/shield-focus-combat---final) does much the same thing withOUT requiring the extra "ally with shield" hoop to jump through.

PsyBomb
2014-10-29, 09:19 PM
Quick scroll through the list:

Combat Medic (http://www.d20pfsrd.com/feats/general-feats/combat-medic-teamwork) is kinda weak.

Elemental Commixture (http://www.d20pfsrd.com/feats/teamwork-feats/elemental-commixture-teamwork) is too elaborately complicated to be worth it for the majority of the effects.

Pack Flanking (http://www.d20pfsrd.com/feats/general-feats/pack-flanking-teamwork) (and similar (http://www.d20pfsrd.com/feats/general-feats/share-healing-teamwork)) for the fact that they really shouldn't be Teamwork feats to begin with. Note that due to overly specific wording, Pack Flanking does NOTHING to benefit your Companion at all, Shared Healing only function on healing YOU receive, etc...

Shield Wall (http://www.d20pfsrd.com/feats/combat-feats/shield-wall-combat-teamwork), note that Shield Focus (http://www.d20pfsrd.com/feats/combat-feats/shield-focus-combat---final) does much the same thing withOUT requiring the extra "ally with shield" hoop to jump through.

I actually have to disagree with Elemental Commixture, some of those effects are very nice to have (Dust, Mud, Smoke, and Steam are standouts). Also makes things REALLY hard to counterspell

Ones you missed:

Ensemble is usually going to be unneeded
Team Pickpocketing is REALLY pointless
Paired Opportunist, though it looks really nice, requires an opponent dumb enough to provoke attacks while being threatened by two people at once.

Ssalarn
2014-10-29, 09:58 PM
I actually have to disagree with Elemental Commixture, some of those effects are very nice to have (Dust, Mud, Smoke, and Steam are standouts). Also makes things REALLY hard to counterspell

Ones you missed:

Ensemble is usually going to be unneeded
Team Pickpocketing is REALLY pointless
Paired Opportunist, though it looks really nice, requires an opponent dumb enough to provoke attacks while being threatened by two people at once.

Ensemble is great for Battle Heralds. Versatile Performance + Tactician = +8 or better to Diplomacy checks on command. You turn your party into one of those Scooby Doo / Josie and the ***** Cats groups that can resolve all situations with a song.

Paired Opportunists is the key to making this build (http://paizo.com/threads/rzs2rh77?Hunter-Builds#16) kick serious ass.

Team Pickpocketing is, granted, more situational, but it can be a nice trick for classes that need to steal a McGuffin and have a Teamwork feat that they can trade out like the Hunter or Inquisitor.

Snowbluff
2014-10-29, 11:08 PM
+8 diplomacy... skill focus would give us +6 without further investment. :l

Serafina
2014-10-30, 05:00 AM
They are good if you build your group around a particular theme, or if you play a class which gets/shares them for free.

Aside from those already mentioned, everyone with a Familiar can use several teamwork feats very well thanks to the Valet Familiar Archetype (http://www.d20pfsrd.com/classes/core-classes/wizard/familiar/familiar-archetypes/valet-familiar-archetype) - your familiar has all the teamwork feats you have without having to meet the prerequisites.
Since you can easily have your familiar share your space (and thus be adjacent), a lot of teamwork feats become pretty viable for spellcasters with familiars.

Some nice combos of Teamwork Feats and Valet Familiars.
Duck and Cover basically allows you to roll twice on any reflex save. Improved shunts half the damage from such effects to your familiar (since the familiar has evasion). If your familiar can wield a shield (several improved familiars, permanent anthropomorphic animal, possibly avians and bipeds), it even grants +2 to AC versus ranged attacks.
Shake it Off is basically +1 to all saves with that trick. If you put a Ring of Tactical Precision on your familiar, its +2, which is very good for a feat.
Shielded Caster gives you +4 to Concentration and halves all penalties to concentration checks. If you let your familiar wield a shield (see above), that bonus increases to +6.



If you grab an Improved Familiar with spell-like abilities, you can even make good use of Elemental Commixture.
A Faerie-Dragon could use its natural abilities or wands, since it outright counts as a Sorcerer. Several other familiars have up to 2nd-level SLAs and/or can make good use of wands via UMD.
Dust, Mud and Smoke make for very solid debuffs, especially if you use a spell that does not allow a saving throw as your booster.
Steam is great for bypassing fire resistance/immunity, since it turns the damage into untyped nonlethal damage.
You even get a +2 bonus to spell DCs and vs. Spell Resistance (with a Ring of Tactical Precision) on top.

The Drawback is that this only really works for up to 4th-level spells. You can go higher with magic staves, being a tattooed sorcerer (put free spell tattoos on your familiar) and a few other tricks, but that generally only works a few times per day.
Still, its a potentially potent combo.

Ssalarn
2014-10-30, 07:44 AM
+8 diplomacy... skill focus would give us +6 without further investment. :l
For an unbeatable +14! Also, you can get the +8 about 7 levels before you can get a +6 from Skill Focus.

Sayt
2014-10-30, 09:23 PM
Outflank is also pretty good, especially if you or your flanking partner is a crit-fisher.

Erik Vale
2014-10-30, 09:30 PM
As said, Teamwork feats range from meh [which is better than some others] to "Can we make this work? Yes? Ok, let's do it!"
Unfortunately, the problem is making them work. If there was ever an argument for letting IC actions such as training grant additional feats these are it.

deuxhero
2014-10-30, 09:58 PM
If Broken Wing gambit works solo (with additional allies able to join in if they have it) it's pretty good.

Escape Route is no movement AoO if you have a Valet familiar.

grarrrg
2014-10-30, 10:26 PM
Ensemble is great for Battle Heralds.

Paired Opportunists is the key to making this build (http://paizo.com/threads/rzs2rh77?Hunter-Builds#16) kick serious ass.

Team Pickpocketing is, granted, more situational, but it can be a nice trick for classes that need to steal a McGuffin and have a Teamwork feat that they can trade out like the Hunter or Inquisitor.

Having to make a specific build to make a feat useful does not mean it is a useful feat.

Needing a specific situation to occur to make a feat useful does not mean it is a useful feat.

There are still bad Teamwork feats, just as there are bad regular feats.


For an unbeatable +14! Also, you can get the +8 about 7 levels before you can get a +6 from Skill Focus.
Yes, Ensemble _can_ be worth a +8, _if_ you have 4 allies with the feat (and/or can grant them the feat), who are all willing/able to take Immediate Actions.
Skill Focus is a straight up +3/+6 that continuously functions at all times, regardless of who _might_ be able to help you (and Skill Focus is not exactly in the "great feat" category).

Ensemble is only 5 levels before +6 Skill Focus

Snowbluff
2014-10-30, 10:49 PM
Can't you aid another without the feat?

grarrrg
2014-10-30, 11:20 PM
Can't you aid another without the feat?

Normal Aid Another is a Standard Action.
The feat lets you do it as an Immediate Action.

Snowbluff
2014-10-31, 12:09 AM
Normal Aid Another is a Standard Action.
The feat lets you do it as an Immediate Action.

In what circumstance would that be useful for diplomacy? :smalltongue:

Seerow
2014-10-31, 12:17 AM
As said, Teamwork feats range from meh [which is better than some others] to "Can we make this work? Yes? Ok, let's do it!"
Unfortunately, the problem is making them work. If there was ever an argument for letting IC actions such as training grant additional feats these are it.

Yeah, they remind me of the stuff from Heroes of Battle where a party trains together for a few weeks and gets a specific perk, and I think they would work a lot better if they worked that way.


As it is, most of them are too situational for most builds to warrant picking up. That said, there are a few classes (I have noted within DSP classes especially, some of the designers there really love their Teamwork Feats) that get bonus teamwork feats and the ability to share them with allies, which is pretty nice. Also anyone who can pick up a bonus feat at will can probably make use of some of the more situational ones when they come up (I'm not sure if the Brawler can pick up teamwork feats with his special ability, but if so it'd totally be worth keeping a list of them handy and look out for a situation to whip it out).

T.G. Oskar
2014-10-31, 02:00 AM
Well, for what it's worth, Precise Strike is pretty decent: all you need is to flank, and Sneak Attack is slightly better than before. Lookout is also great when one of the team-mates exceeds at surprise attacks, since you can have the party act as long as one can act (and if two allies can act naturally in surprise rounds, both get a full round worth of actions). Target of Opportunity is also pretty nice for concentrated fire.

However, it all depends on the feat selection. As said, Cavaliers, Hunters and Inquisitors are naturally gifted at using them, and coincidentally get them for free. Other classes can get them via Archetypes (off the top of my mind Fighters and Paladins get them, the latter getting them via two Archetypes), and those Archetypes grant Teamwork feats for free. However, if your feat selection is restricted, you'll most likely lack the ability to benefit from them unless you have a Cavalier granting the feat, because you have to sacrifice one of your feat slots to get it. Some of the feats also have their own requirements, which can hurt.

Thus, they are viable so as long as those who can benefit the most from the feat can gain access to it. They are specifically viable to those classes (or Archetypes) that gain them for free, as you can coordinate with your allies for the right set-up. This alone should tell you that their viability depends on a lot of things; once you unlock them, though, they run the gamut.

Sartharina
2014-10-31, 02:19 AM
Pack Flanking (http://www.d20pfsrd.com/feats/general-feats/pack-flanking-teamwork) (and similar (http://www.d20pfsrd.com/feats/general-feats/share-healing-teamwork)) for the fact that they really shouldn't be Teamwork feats to begin with. Note that due to overly specific wording, Pack Flanking does NOTHING to benefit your Companion at all, Shared Healing only function on healing YOU receive, etc...But, due to the prerequesite to gain the benefit of a teamwork feat, your companion ALSO benefits from those feats, because they also have the feats!

Someone casts heal on your companion? They share healing with you with their Share Healing Feat. Someone heals you? You can share healing with them with your Share Healing feat.

You're adjacent to the same creature as your ally? You count as flanking when you smack it thanks to your Pack Flanking feat. Your ally smacks a creature you're adjacent to? They count as flanking because THEY have the Pack Flanking feat.

Extra Anchovies
2014-10-31, 02:24 AM
But, due to the prerequesite to gain the benefit of a teamwork feat, your companion ALSO benefits from those feats, because they also have the feats!

Someone casts heal on your companion? They share healing with you with their Share Healing Feat. Someone heals you? You can share healing with them with your Share Healing feat.

You're adjacent to the same creature as your ally? You count as flanking when you smack it thanks to your Pack Flanking feat. Your ally smacks a creature you're adjacent to? They count as flanking because THEY have the Pack Flanking feat.


Prerequisite(s): Int 13, Combat Expertise, ability to acquire an animal companion.

Prerequisite(s): Ability to acquire an animal companion, eidolon, familiar, or special mount.
The first one requires Int of 13 (and if you can get its Int that high it's almost certainly stopped being your companion, since you've had to resort to Awaken), and both require the ability to acquire a companion, which is something that the animal companion itself does not have. Only Hunters, with their Hunter Tactics class feature, can grant their companion the benefit of either feat.

ETA:

Lookout is also great when one of the team-mates exceeds at surprise attacks, since you can have the party act as long as one can act (and if two allies can act naturally in surprise rounds, both get a full round worth of actions).

A surprise round only allows a single move OR standard action, unless Lookout changes that (which I don't think it does).

T.G. Oskar
2014-10-31, 03:13 AM
A surprise round only allows a single move OR standard action, unless Lookout changes that (which I don't think it does).


Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Emphasis mine. Note my wording.

Think of it like this: three allies (A, B and C) have the Lookout feat. Allies A and B (say, a Ninja and an Inquisitor) catch the target by surprise. Ally C (let's say a Magus) doesn't. Ally B is adjacent to Allies A and C, but Allies A and C are not adjacent to each other.

Allies A and B catch someone by surprise, as mentioned (assume they were hiding, or had the benefit of Invisibility). Since Ally C didn't catch the target by surprise, but Ally B did, the Lookout feat allows Ally C to act in the surprise round. However, since Ally C wouldn't be capable of acting in the surprise round, it is done at a different initiative. Allies A and B are naturally able to act in the surprise round as they were the ones that caught the enemies by surprise: while they're granting that ability to Ally C, they both count as that other ally that can act in a surprise round for each other, and thus can make a full-round worth of actions. If, in exchange, Allies A and B weren't adjacent to each other, neither would be able to make a full-round worth of actions because they're not adjacent to each other.

Thus, as you mentioned, the Lookout feat enables full-round actions, so as long as any two people with the feat act in the surprise round naturally (that is, by their own ability and not by the means of the feat), those people gain the full round worth of actions. It's an exception to the rule, and since it enables additional actions, it's actually pretty useful. It also has no requirements, therefore making it one of the better feats to have.

facelessminion
2014-10-31, 04:31 AM
While a lot of them are perhaps excessively situational, they can be pretty hilarious when used properly. One standout for that is Butterfly Sting.

Abd al-Azrad
2014-10-31, 05:10 AM
Following on T. G. Oscar's comments re: Lookout...

I ran a short game recently where a couple of the PCs had taken Lookout. One of them was playing a Diviner Wizard, who can always act in the surprise round even when surprised, and has a huge bonus to Perception and Initiative checks. Due to the wording of Lookout, this meant it was often almost preferable for the Wizard's allies to fail their own Perception checks, as this would default them to the Diviner's Initiative -1 (a.k.a. very high).

As such, a large percentage of the party was effectively immune to surprise. I felt that this made for an extremely effective setup. No rocket-tag auto-wins for me :xykon:

Ssalarn
2014-10-31, 09:11 AM
Having to make a specific build to make a feat useful does not mean it is a useful feat.

Needing a specific situation to occur to make a feat useful does not mean it is a useful feat.



Any build that capitalizes on AoO can make strong use out of Paired Opportunist, my build was just one example. Paired Opportunist, Lookout, Coordinated Charge, and Target of Opportunity are some of the best feats in the game because they do something that very few things outside of magic do: they increase and/or maximize your action economy.
There's also numerous classes and archetypes capable of sharing Teamwork feats now, and almost all of them waive the prereqs for allies the feat is being shared with so there's a huge swath of material out there allowing you to capitalize on investment in those feats.


Needing a specific situation to occur to make a feat useful does not mean it is a useful feat.

It does if you can reliably trigger that situation, or count on it being a common occurrence.

grarrrg
2014-10-31, 10:43 AM
But, due to the prerequesite to gain the benefit of a teamwork feat, your companion ALSO benefits from those feats, because they also have the feats!

Someone casts heal on your companion? They share healing with you with their Share Healing Feat. Someone heals you? You can share healing with them with your Share Healing feat.

I get what you're saying, but going by the wording they do NOT work for your companion:
"your companion creature is adjacent to you or sharing your square, and you..."
If your companion creature has this feat, then they NEED a companion creature of their own.
Unless there's some tidbit of rules that say you count as your companion's companion, these feats do NOTHING for them.

It may have been intended that your Companion gets a bonus, but as written they get nothing.


Also, due to the convoluted requirements, these feats are pretty much ONLY useful to Hunter's to begin with. And I'm sure they could have come up with a less stupid way than to make a few "teamwork" feats that aren't actually teamwork.

Paired Opportunist, Lookout, Coordinated Charge, and Target of Opportunity are some of the best feats in the game

Those aren't the issue here, the issue here is you said "there are no bad teamwork feats", when in fact there are.


There's also numerous classes and archetypes capable of sharing Teamwork feats now, and almost all of them waive the prereqs for allies the feat is being shared with so there's a huge swath of material out there allowing you to capitalize on investment in those feats.

And NEEDING to take a class to purposefully force those feats on your allies means that those feats likely weren't good enough for your allies to want to take them, and/or it waters down whatever your original class was through multiclassing.


It does if you can reliably trigger that situation, or count on it being a common occurrence.

And Pickpocketing occurs how often in your games?

Ssalarn
2014-10-31, 11:14 AM
I get what you're saying, but going by the wording they do NOT work for your companion:
"your companion creature is adjacent to you or sharing your square, and you..."
If your companion creature has this feat, then they NEED a companion creature of their own.
Unless there's some tidbit of rules that say you count as your companion's companion, these feats do NOTHING for them.

It may have been intended that your Companion gets a bonus, but as written they get nothing.



Umm, no. You are not correct here. The full feat text is:
"When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you receive the benefit of a healing spell (whether from yourself or another source), you can divide the hit points healed evenly between yourself and your companion creature."

"When you and your companion creature have this feat"
The Hunter's ability means that his companion creature automatically has all of his feats, which satisfies this requirement.

"your companion creature is adjacent to you or sharing your square"
Animal companion adjacent or mounted upon, check.

" you receive the benefit of a healing spell (whether from yourself or another source)"
I cast cure moderate wounds. Check.

"you can divide the hit points healed evenly between yourself and your companion creature"

So, everything else came together, and my companion gets to be healed when I heal myself. Now, it can only go one way of course; since the animal companion doesn't have its own companion creature it can't share healing it receives back to its master, but that wasn't really the point of the feat in the first place.



And NEEDING to take a class to purposefully force those feats on your allies means that those feats likely weren't good enough for your allies to want to take them, and/or it waters down whatever your original class was through multiclassing.


Sure, and Dazing Spell sucks because my Paladin isn't getting any use out of it. Some feats are tailored more for certain classes than others, that doesn't make them bad feats.



And Pickpocketing occurs how often in your games?


Well, gee, considering one of our most recent campaigns involved the party forming a competing thieve's guild and secretly obtaining vital information related to corrupt government officials, literally every day. This isn't true for all campaigns obviously, but it would be a pretty poor system that only allows me to play hack 'n slash dungeon crawls.

Sartharina
2014-10-31, 03:15 PM
And Pickpocketing occurs how often in your games?Twice as often as the barbarian charges.

grarrrg
2014-10-31, 08:06 PM
Umm, no. You are not correct here. The full feat text is:
[blah blah, long winded explanation, blah blah]
Now, it can only go one way of course; since the animal companion doesn't have its own companion creature it can't share healing it receives back to its master, but that wasn't really the point of the feat in the first place.

Congratulations on your reading comprehension failure.

Here, have the FULL conversation, since you missed it the first time:



Pack Flanking (http://www.d20pfsrd.com/feats/general-feats/pack-flanking-teamwork) (and similar (http://www.d20pfsrd.com/feats/general-feats/share-healing-teamwork)) for the fact that they really shouldn't be Teamwork feats to begin with. Note that due to overly specific wording, Pack Flanking does NOTHING to benefit your Companion at all, Shared Healing only function on healing YOU receive, etc...But, due to the prerequesite to gain the benefit of a teamwork feat, your companion ALSO benefits from those feats, because they also have the feats!

Someone casts heal on your companion? They share healing with you with their Share Healing Feat. Someone heals you? You can share healing with them with your Share Healing feat.
I get what you're saying, but going by the wording they do NOT work for your companion:
"your companion creature is adjacent to you or sharing your square, and you..."
If your companion creature has this feat, then they NEED a companion creature of their own.
Unless there's some tidbit of rules that say you count as your companion's companion, these feats do NOTHING for them.

Yes, as written YOU need a Companion for them to work, but Pack Flanking does NOTHING to benefit your Companion, Shared Healing does NOTHING if your Companion gets healed. They do NOT need to be "teamwork" feats, and they are so overly specific, and have nigh-impossible requirements, that the only use for them is if you are a Hunter or have a similar ability.


Sure, and Dazing Spell sucks because my Paladin isn't getting any use out of it. Some feats are tailored more for certain classes than others, that doesn't make them bad feats.

So...are you trying to say there are no bad feats ever, because someone somewhere can always come up with some half-baked situation where it would actually be useful to have it?
Is that really what you're trying to say here? Because otherwise I'm at a loss.
There are some BAD teamwork feats. They aren't "horrendous", they aren't "unusable" but they are bad, and there are plenty of better options.

Ssalarn
2014-10-31, 08:45 PM
Congratulations on your reading comprehension failure.

Here, have the FULL conversation, since you missed it the first time:


Yes, as written YOU need a Companion for them to work, but Pack Flanking does NOTHING to benefit your Companion, Shared Healing does NOTHING if your Companion gets healed. They do NOT need to be "teamwork" feats, and they are so overly specific, and have nigh-impossible requirements, that the only use for them is if you are a Hunter or have a similar ability.



So...are you trying to say there are no bad feats ever, because someone somewhere can always come up with some half-baked situation where it would actually be useful to have it?
Is that really what you're trying to say here? Because otherwise I'm at a loss.
There are some BAD teamwork feats. They aren't "horrendous", they aren't "unusable" but they are bad, and there are plenty of better options.
Umm, congratulations on your own reading comprehension failure. You just took two paragraphs, a repost, and made an ass of yourself to say the same thing I just did. Did it feel good? Read my own post that you actually freaking quoted where I said it allows the Hunter to share healing with his pet but not vice versa. And why would it? Your pet has to be right next to you, so there is functionally no difference regardless of whether or not your pet can share back to you.
The feats you reference were written specifically for the Hunter, so if they do the job they were intended to (which they do) then they aren't bad feats. There are very few actual bad feats, and most of the legitimately bad ones get caught and fixed if they're in a core book (like prone shooter, which before receiving errata did nothing). The fact that you apparently play one-dimensional hack and slashers and never want feats to facilitate a more complex game doesn't make them bad feats, it just makes it a feat that clearly isn't intended for you. Pathfinder is intended to contain enough complexity to allow for multiple playstyles and campaign types. A feat that facilitates bump and grabs might be worthless in Tomb of Horrors and amazing in Council of Thieves. Feats that support class features of character types you don't play aren't bad feats, they're feats that aren't intended for you. Just about every Teamwork feat was written with a fairly specific purpose, and very few of them fail to deliver on that purpose.

grarrrg
2014-10-31, 09:02 PM
Read my own post that you actually freaking quoted where I said it allows the Hunter to share healing with his pet but not vice versa.

I really don't get what you don't understand.
No.
Wait.
I figured it out.

You assumed that I was quoting from Shared Healing (http://www.d20pfsrd.com/feats/general-feats/share-healing-teamwork), and when I said "your companion gets nothing" you were confused, because 'technically' Shared Healing can only ever benefit your companion.
But I was ACTUALLY quoting from Pack Flanking (http://www.d20pfsrd.com/feats/general-feats/pack-flanking-teamwork), which does not at any time ever benefit your companion.
Here, I'll throw up a side-by-side, you can guess which feat each is from:

your companion creature is adjacent to you or sharing your square, and you

your companion creature is adjacent to you or sharing your square, and you
But the specific feat-quote doesn't really matter (because I was intending to reference both feats to begin with). The fact is that regardless of who has how many feats, the feats only affect _ONE_ of the feat-holders (Pack Flanking 'benefits' you, Shared Healing 'benefits' the companion), which makes it really stupid that they are Teamwork feats to begin with, which was my original point.
Sartharina was under the impression that Shared Healing worked both ways, it does not. And while my reply to her was a little vague, it is still accurate.

As for the rest of what you aren't catching on to, I'm going to spell out what I wrote up at the end of my last post:
You > "bad" feat > feat does absolutely nothing or is worse than nothing, 0/10, would not buy again.
Me > "bad" feat > feat is sub-par and generally not worth taking, but there might be situations where it can be useful, 3/10.

Can we both get our heads out of our behinds now and try to discuss this like civilized human beings now that I figured out just what the disconnect is?

PsyBomb
2014-10-31, 09:51 PM
ANYWAY...

There are bad teamwork feats, though as the above discussion has pointed out they are like all the other feats: most will have usefulness heavily dependent on the campaign setting. Most will not be used unless on one of the feat-spreading classes due to increased opportunity cost (2+ feat slots out of the party), but if your group can produce the conditions reliably then they become awesome.

...which is why my 3-ranged 1-melee party took a lot of Target of Opportunity

Ssalarn
2014-11-04, 12:00 PM
Can we both get our heads out of our behinds now and try to discuss this like civilized human beings now that I figured out just what the disconnect is?

Absolutely. I still don't think the coordination funneling the benefit one way is necessarily a bad thing when it's intended to work that way, however, I did stumble across some absolutely terrible teamwork feats. Go check out the Betrayal teamwork feats from Champions of Corruption.

"Muahahaha!" you think, "These feats will be awesome for my Order of the Cockatrice Cavalier or Inquisitor of Asmodeus in our Way of the Wicked campaign!"

Then you read and find out that someone decided that Betrayal feats, these cool evil teamwork abilities, only let your buddy **** you over, not the reverse. Taking the feats is literally asking your team to use you as a human shield/punching bag/target practice with absolutely no payoff for you personally. These Feats clearly should have been put in the Gullible NPC's Codex, not Champion's of Corruption.

I immediately house-ruled that restriction out so they work like they should, but holy crap is that stupid.

Yomega
2014-11-05, 08:02 PM
My Party made exceptionally good use of Improved Feint Partner, granted it was 4 melee guys and I could feint 3 times per turn, Iffrit Sorcerer lovingly called a Battle Stripper. DM allowed feint to work at range, honestly Im not sure if thats correct or not.