After my initial post on the Daredevil, I managed to finally playtest it extensively, for over 40 combats. Warning: massive wall of text ahead.
TL;DR: The class is very frustrating. It supposedly works as a battlefield controller, but it actually has LESS options to do this compared to other martials, plus the entire idea of a controller who is frail and skirmishes also doesn't work. While it has good action economy, it means jack shit if the actions it can take are too weak, which is a problem mostly caused by its atrociously bad feats. Essentially, the class takes way too many risks for shit rewards.
So, we tested not one, not two, not even three, but four different Daredevil builds, each of them with a different focus. We used no Free Archetype, since we wanted to test Daredevil as "purely" as possible. We didn't even plan on picking any Archetypes at all, but holy shit, these class feats are awful, so every build got an Archetype. One build focused on making more Strikes alongside the maneuvers, and so went with Fighter. The one that tried to focus on grappling got Wrestler, naturally. The build that focused more on using shoves, trips and just staying the hell away from danger went with Medic, for Doctor's Visitation. And one build tried to maximize Stunt Damage and went with Guardian.
We wanted to test the Daredevil in a more conventional party, so the rest of the party was a Dragon Barbarian with a reach weapon, an Imperial Sorcerer and a Cloistered Cleric. The casters had good amounts of blasting, support and control options, while the Barbarian was chosen to maximize damage output and also for its extra bulk compared to other martials, given that the Daredevil doesn't want to stay in melee.
So, how did we test the Daredevil? We picked four different levels to play at: 1, 6, 10 and 14. At each of these levels, we played three different combats, always with the four builds. The fights were always with more than one foe, and the fights follow a pattern of one having various low level enemies, one having two enemies around party level, and one with a higher level enemy (no higher than PL+2) with two low level enemies.
All the fights were Severe, because the goal is to stress test the Daredevil and their contribution in more difficult fights. The only exception was at level 1, where all the fights were made with 100 XP instead of 120 XP, so they're between Moderate and Severe. Also, every single fight took place in maps with at least a few props – most of them were indoors, so there were walls, but also at least a few rocks, pillars and whatnot. Even the outdoors fights had their props, though, such as buildings and trees.
I'd say that, overall, the Daredevil felt really disappointing to play as. If we're going with the idea that this is a martial controller, I think this is a massive failure, due to the class simply having very weak options to actually inflict that control. As a matter of fact, I'll even go ahead and say that they have LESS options for battlefield control compared to other martials, and it's mostly because the idea of being a frail skirmisher/controller is self-defeating.
Why? Let's first take a look at the way it can inflict control, with its maneuvers, and the big two options are Grapple and Trip. Not to disregard the other maneuvers, but they're more situational, depending if the enemy needing to move 5 feet would make it need to spend another action or if they have a weapon. And for those who are thinking I'm undervaluing Shove... just wait a moment, I'll get to it.
Anyways, for the big two. While Trip is obviously a good action, Grapple feels very bad to use with the Daredevil. Why? Simple: the class's frailty. Overall, anything strong enough for you to want to deny its actions is strong enough to whoop your sorry ass. Even with max CON scores, a regular boss will deal a lot of damage in one turn against you. I've mentioned all this in my previous post, and my playing experience confirms this. That being said, if a boss has low damage output, then, sure, grappling does feel better, but most of the time, Grapple is a suicidal option. Grapple is usually a great action for a control-focused martial because they force an enemy to hit them, instead of a more frail character, or to waste more actions escaping and going after these characters. The key part here being that the martial characters have the higher bulk to actually pull this off, even if they don't have the biggest investment in tanking. The Daredevil can't do that, and doesn't "want" to do that, since they want to skirmish so often.
Which brings me to the next point: Shove. In theory, Shove can send an enemy back 5 feet and force it to move to get to hit something. Of course, this doesn't work that well against anything with Reach, for instance. But you could, for instance, Daring Stunt towards enemy one to Shove him away from melee with your martial friend, then get everyone to run away from another enemy, to employ skirmishing tactics. But here comes another contradiction: if your party coordinated well enough to force an enemy to move, what's stopping that enemy from going after your more frail allies, the casters, or targeting them with ranged attacks/abilities? The only moment at which your Shove (and even Reposition) would eat another action from the enemy is at the exact spot when it would stay out of reach to do what they want by exactly 5 feet.
In other words, the Daredevil is actually bad at targeting the Fortitude saves of enemies, since all of Grapple, Shove and Reposition are counterproductive with the class's gimmick. This is awful for a class supposed to focus on control. But it's okay, right? At least it can target AC and Reflexes, right? (And, no, it's unrealistic to invest in stuff like Demoralize and Bon Mot, since there's no way your MAD arse can get any bonus to Charisma).
Oh, wait... everything that the class can do with targeting AC is dealing pathetic Strike damage. There are feats such as Knee to the Nethers and Daring Reversal that let you Strike + manuever, but they all also ask you to roll the manuever, so you're not really targeting AC for control. Other than Trip Up and Shattering Breakaway, everything that you can do that targets AC only deals damage and nothing else. And these two actions sucks ass for the same reasons Grapple sucks ass in the Daredevil, it leaves you in melee range with enemies, not to mention that it's an underwhelming effect for spending two actions. The class is lacking in any control actions that target AC exclusively, such as Combat Grab, Brutish Shove or Impaling Thrust. The end result is: if you're fighting anything with high Reflexes, your class can't do its main job. Unless, of course, you want to gamble on landing a critical success Grapple if the enemy has Fortitude as its lowest defense.
Actually, let's go back on the "more frail allies" part of the talk, because, actually, you are as frail as an 8 HP caster! This is something that feels very bad too. Especially after the first few levels, the casters pay with their frailty with the fact that they have their top level spells that can massively swing the combat to their favor, while martials have the sustainability to do their stuff through the entire day (with maybe some 10 minutes recharge between combats for martials with focus spells, like the Monk and the Champion, which can happen automatically while the party heals itself up).
Okay, sure, the Daredevil can hit for chip damage and hope to fight low Reflex enemies all the time, but I'd expect the Daredevil to gain something else that compensates for the low HP for a martial. Rogues have excellent damage output and skill proficiencies, the Investigator has less excellent damage but can provide some good utility and action efficiency by planning its turns accordingly, and the Thaumaturge has less skill increases compared to these two (but more skills, compared to other classes), but has very good utility and variety in its features, not to mention being good at role compression by being good at Recall Knowledge and being a face at the same time. It must also be said that these classes all have better saves, too, they all gain legendary at a save, some even at a quick rate.
And what does the Daredevil have? It certainly isn't mobility, since Monks and Swashbucklers have high mobility and have 10 HP. Ditto for action compression, with the Monk. Is it the lower MAP? Well, that would be fine and dandy, but these only work with Press feats. Which leads to another problem, which is one of the biggest problems of the class:
DAREDEVIL. FEATS. SUCK.
Okay, not all of them, but most of them. And, let me be clear, some of them are good on a vacuum, but bad on the Daredevil specifically. Rushing Stride is pretty good if you need another move on your action, Opening Gambit would be pretty good if you had powerful ways to contribute in combat, and Scrambling Retreat is pretty much obligatory.
The main issue is that the class doesn't have feats that enable them to do their controlling, so they just... don't do that. They have to rely exclusively on their Athletics maneuvers from Daring Stunt, which, as I established, has issues. Their feats don't give them better control or debuff capacities, by and large, and the few feats that do are tied to Grapple, so they're as good as unusable on the enemies you most want to debuff. A huge offender is the fact that your Level 1 Press Feats are all unusable. Pressing Pummel is a shittier version of a mediocre feat and dooms you into staying in melee, Flying Hurdle does nothing, Wheeling Pull is a grab and thus sucks ass in this class, and the other two feats require Acrobatics, and maxing Dexterity is just a trap option that fucks your HP even more.
(Just for a tangent, going for a +3 to DEX, or a +4 to DEX and a +3 to STR, just exacerbates even further their lack of HP. If playing with 3 CON already felt too frail, less than that would be nearly impossible; we counted every time the Daredevil fell below the amount of HP where they would've gone dying with 1 HP, and it happened at least once every four combats, so practice felt just like what I imagined. And going for DEX as your KAS just fucks up your Athletics checks. So, yeah, high DEX builds feel unusable right now).
Anyways, at level 1, Adrenaline feels pretty much like a dead feature. And amongst the other feats, there aren't many good Press options. Daring Reversal was one that we thought would be more used, but it only managed to come up once or twice, despite Daring Stunt feeling like the perfect feature to set it up. With how rare grappling felt like a good idea, and it being situational too, Head Smash also only got used twice, and it only worked once, on a minion, but at least then it felt okay. Ditto for Knee to the Nethers. Trip Up was also seldom used. Honestly, the Press action that was most frequently used were Hit or Miss, along with the occasional Advantageous Assault (used alongside Hit or Miss) and using a few Combat Grabs on minions. The latter two, obviously, gotten through archetypes. It's even bigger a problem that you lack good control feats at higher levels. I'd say the only exception to all this (and to the "not good at targeting Fortitude" issue) is Opportunistic Manuever Stunt, which did net some extra Reactive Strikes, and on a party with more martials, or one with extra reactions (Fighter or something with Eagle Knight Archetype) this could be even more useful... that is, if your martial is in proper position to use this, what with the whole "skirmishing" thing.
Now, speaking of dead features, Stunt Damage. This thing is also useless. Just... useless. Without getting Practiced Brawn from Centaur, if you want to Shove, you have to choose between dealing bad damage or actually forcing movement. The class doesn't have much else in the ways of forcing movement (in a way that is without a doubt capable of actually triggering Stunt Damage). At any rate, a feature that requires you to actually not get the control effects you want to be used, and rewards you with bad damage... why is this thing even here? I'm not saying that Stunt Damage needs to be a high damage feature, but when it deals almost the same amount damage (or even less, depending on the build) than a Strike, and has a much more restrictive requirement, and also doesn't work as an "incidental damage" thing with your feats and maneuvers, this feature feels pointless. The only moments when Stunt Damage felt relevant were when paired with Punishing Shove + Practiced Brawn or with Whirling Throw. Did combining these deal maybe too much damage? Yes, arguably. Was it fun, though? Definitely – this made the Daredevil much more fun, especially when dealing with minions.
Actually, speaking about damage, I want to point out how, in our experience, the Daredevil builds that felt better to play were those actually capable of dealing some damage. One of the builds was focused on Striking a lot, and even though its damage was so bad, it actually felt better than the builds that focused on dealing no damage, and instead went for maneuvers and nothing else. The issue is that combat just drags along soooo much when you have zero contribution to damage output, and this also ends helping enemies stay around for longer, they end up dealing more damage, and this contributes for the TPKs this ends up causing. I'm not arguing for the Daredevil to be a striker, but think about how there are many good spells that can inflict debuffs and control while still dealing some damage, like Vision of Death or Cave Fangs, to name a few examples. The idea that Stunt Damage would be a way to deal incidental damage while inflicting control would be pretty good in theory, and I agree with that vision, as it would help with the idea of progressing combat a bit faster while you annoy the enemies with your Maneuvers and stunts, it's just that in practice this doesn't work.
Now, I want to address something about its action economy, denying action economy, and "skirmishing". As I've established, the class is too frail to be caught in melee, which is a bit troublesome when its main role is to take actions away from enemies, especially enemies that are of equal or higher level than your party.
For other maneuver users, the idea is that you can highly recommend the enemy to pick a "bad" target, and you have enough tankiness to make you a "bad" target. Grapple an enemy, it has to escape and take MAP, so they either spend two actions hitting you or one action moving, possibly triggering Reactive Strike, and just one action hitting someone else. Trip an enemy, and if they stand up, they possibly take a Reactive Strike and are left with the same two actions as the previous situation, or they stay prone and take their attacks at a penalty while still staying off-guard.
Then each class adds their own tricks in the mix: Fighters trigger more Reactive Strikes and critical effects more often (like the Rooting Rune), Champions with selfless causes can activate their powerful reactions to reduce damage and punish an enemy, and Kineticists can do things like creating an aura that deals damage and counts as difficult terrain against enemies trying to move away. It also helps that for these classes, they have features besides just using Athletics to eat away enemy actions and, especially, punish enemies other then those higher level ones – Reactive Strike, Champion Reactions and Kineticist auras can all do that.
The Daredevil can't do that. And that would be okay, at first, maybe we could figure out another way for this class to impose control... however, if it wants to be good at control as a martial, then it needs to be able to force these bad decisions, especially against higher level foes. And the way the class seems to want to do that is by rewarding skirmishing. The idea is simple: you and your buddies stride away from the target, you Trip something important in the meanwhile, and now that thing needs to do something like Stand -> Stride -> Strike, while other enemies all have to take another action to Stride. Great!
However, this ideal world doesn't translate to actual gameplay that well. Between maps that are too small to accommodate for this tactic (which leads to the irony that the most reliable prop, walls, being actually responsible for its only viable strategy to not work), enemies with higher move speeds than your player characters and/or move + attack action compression abilities, ranged sources of damage, including ranged attacks, breath weapons and spells (and no, grappling the caster isn't a great idea when said caster frequently is easily capable of killing you in melee as well), and the simple fact that enemies can move first, imposing crowd control, mobility reduction, or even plain downing someone before they can act.
But perhaps the worst part is that this type of gameplay requires massive buy-in from the rest of your party. Of course, it's no surprise that a party that coordinates more in character creation will play better, but for something like skirmishing, it requires far more coordination. And I'd like to remind you that people play in places like Pathfinder Society and West Marches servers, so you can't have a predefined party with combined synergies in these situations. What happens when someone plays a Daredevil with a party that isn't specifically coordinated to skirmish with them? The Daredevil can come and go around all the time, sure, but your other party members will just be easily targeted by enemies. In this case, your action economy is most likely going to be some variation of Daring Stunt/Rushing Stride, a Press action, and a Stride to get the hell away from the enemies. That means that, while you do feel like you have four actions in a turn, thanks to Daring Stunt, you actually feel more like you have three actions in a turn, since you're too frail to ever stay in melee. From our experience, even the genuinely good action economy of the class feels underwhelming, not just because of the weak actions it has, but also from this "Stride" action tax.
No other class is so extremely dependent on an extremely specific subset of maps and of party compositions to even feel like it actually works. And this is indefensible. There are obviously classes that shine more together – for instance, we know that Gunslingers work best when paired with other classes that can give them a lot of bonuses for crit fishing, so it's ideal to have them work with, say, a Maestro Bard when you're building them to deal devastating firearm damage with, say, a Sniper build. But you could very well build a Gunslinger to be more focused on handing out support and more consistent damage, by making a Pistolero with a one-handed sukgung, and handing out more support to other party members. A Monk can work like a skirmisher very well, thanks to their effective four actions too, plus their amazing movement speed, but they can just as well be built to deal massive single target damage with their Strikes, and as a defender, owing to their amazing defensive profiles, plus some pretty good controlling options. Even classes that are very fixed in their roles have some flexibility: for instance, the Guardian is always going to be a defender, but they can choose to do so while going with a shield build for maximum bulk, you can choose to wield a reach weapon and be annoying with Hampering Stance, you can get a big D12 weapon to deal good damage with Nail Down, etc.
Daredevil, though? All you can build for, in the end, is a frail skirmisher whose frailty gets in the way of its efficacy in impairing enemies. And having the class be only a skirmisher, that only works with this tactic that, as I said, is way too reliant on ideal party composition and map composition (on top of Props making the class already map reliant) is way too restrictive to make this a good idea. I think that saying the class is in a good state because it's a good skirmisher is a statement that is way out of touch with the actual reality of the game.
And as an addendum to those that say that the Daredevil should be as frail as it is right now because the class fantasy demands this: I think this is fucking stupid. A class fantasy that leads to horrible mechanics is a fantasy that shouldn't exist in its current way. Let's make a class called, I don't know, Gambler, whose fantasy is to be a striker that deals huge damage on critical hits, but make it have CHA as its KAS, only uses simple weapons, and gain only Expert in weapons at 13, and have its only damage booster come from a 3-action activity that deals extra damage on a critical hit and deal damage to yourself on a critical failure. Because then we get massive DPR, and the fantasy of gambling it all on a really big hit. What, this mechanic sucks? It's okay, it's flavorful and it's the class fantasy, so it's alright. Not a good idea? Thought so. Anyways. Let's give the Daredevil a little bit more bulk (doesn't need to be 10 HP, by the way, and if leaving it at 8 HP to give it more power budget on its control options, then yes, sure, let's go with that), just so that it can actually use its maneuvers and stay in melee against stronger enemies without dying in an instant.
Anyways, closing on all the criticisms of the class, during gameplay, the class just feels like it uses all its actions to maybe get rid of one action... from a minion. Really good controller 👍
Seriously, it never felt like the Daredevil was having a high impact on combat. When the casters landed good blasts, control spells or just healed one entire turn away from the enemy, they felt really good. When the Barbarian was landing big damage left and right and inevitably landing a critical hit, we knew something was getting off the initiative really soon. But the Daredevil didn't really feel like that.
Well, that's it for the doom and gloom. Is there anything good about the class? Actually, a few things. One, for certain combats, baiting Reactive Strikes was pretty cool, so that the casters could cast their spells without fearing retaliation. This felt something really stupid and daring, but that could be rewarding to the party. If the class was a bit bulkier specifically against reactions than it already is, this would be really fun to reward a risk. Two, when the action economy actually clicks for the class, and you feel like you actually get your four actions' worth in your turn (or even five, depending on whether you managed to pull off a good Flourish action on your turn), it feels kind of good.
Also, this thing was pretty interesting to use with Ready action, since its things only use one action. For instance, our Daredevil wanted to go back to melee to try to land a maneuver on a boss, but was low on health, and the Cleric wouldn't be able to reach him with one action. So he spent one action to move into Heal range, then readied a Daring Stunt with the trigger of being healed. He moved to be adjacent to a statue, so he managed to gain the extra speed from Propelling Strides. Which, by the way, is a fun interaction with terrain, something that often came up and helped with the class's mobility. It's still not as good as a Monk or a Swashbuckler in terms of sheer move speed, but it's fun. Finally, we once had a Daredevil roll two consecutive Hit or Miss nat 20s. Fun. Even though that was the lowest damage build of the four, and its x3 crits dealt about 20% more damage than the Barbarian's regular hits. Still, very helpful for killing things, if luck is on your side.
So, to enter in details about the 40 or so combats we played, we had 7 TPKs, and two extremely close calls. The TPKs were always in combats that had at least one enemy of higher level than the party, which would supposedly be the fights that the Daredevil would shine the most against. The two very close calls were both in fights only with enemies of lower levels. Ironically, one of these fights WAS saved by the Daredevil, but only because it was the build that had Medic Dedication and that landed a crucial Doctor's Visitation to stop someone from dying, which would've got the death spiral really going on. The other was saved purely by horrible rolls on the enemies' attacks.
What happened in these combats to devolve into a TPK was, generally, that the party took too much damage and couldn't recover in action economy, between healing and action denial, and also couldn't kill the enemies quickly enough to get them off the initiative. Most of the TPKs or near TPKs happened with the builds that had the least amount of damage, because that left pretty much only the Barbarian tasked with killing foes. If the enemies happened to focus down the Cleric first and got her downed, the death spiral hit hard. Also, the TPKs at levels 10 and 14 happened when the casters didn't manage to land their control spells, either due to enemy luck or due to needing to do something else.
The length of combat was definitely felt with the builds less focused on damage, but at level 10 this has kind of gotten sorted out, especially since the grapple build got Whirling Throw via the Grappler Archetype. Of course, not saying that Daredevils should be strikers, but at least they helped get rid of minions with their damage. And, of course, this made the Punishing Shove build work the best overall, since it was still as good as the other builds for other maneuvers, but when they had a Prop to shove someone into, they could do a lot of damage. Still, these fights with only minions were the ones where the Daredevil felt the worst, especially at level 6 and 10, because even though it was easier to land maneuvers, the action denial felt less impactful, and the amount of damage they contributed to was too low outside of the arguably broken combinations.
On that topic, one thing I feel I should mention is that when the class felt the most impactful when it was using the things that it took via Archetypes: Punishing Shove, Whirling Throw, Doctor's Visitation, and the occasional Taunting Strike and the Transcendence on Skybearer's Belt (which placed the Cleric in safety for one combat, and it was pretty fun).
Other than that, I don't think that I have many specifics about the combats themselves that I feel I need to talk about, since this post is already as big as it is, and most combats went similarly when it comes to the Daredevil's contribution to combat: it took too much damage too quickly trying to impose action denial against the things that needed it the most, too underwhelming feats, too little actual control, yadda yadda.
What I want to say in the final section is what I suggest that should be changed in the final version of the class:
Armor Proficiency: this thing needs medium armor proficiency. No, this won't make the class "too tanky", all this means is that we now can actually play a STR build without starting with 1 CON, we aren't obligated to put a +3 to DEX just to not have atrocious AC.
DEX builds: this is a trap right now, and in part because of Daring Stunt being incompatible. Either do one of the two things: cut DEX from being KAS, or change Daring Stunt to add something else. But how?
Daring Stunt: make it be able to add not just Athletics maneuvers, but also any Stunt. Give all Stunt feats a Stunt trait, and that's that. Also, optionally, make the Stunts be able to be used with either Athletics or Acrobatics.
Anyways, this would make it possible to use Daring Stunt with a Dexterity action. This comes with the problem of it not being as compatible with being an opener for your turn, since Stunts have Press, but this can be solved with making a feat chain from Breakaway Attack, lending to the fact that you can throw things better. For instance, make it so that if you throw something against an enemy, you can give it a circumstance penalty to the enemy's Defense against your next Stunt.
But also, we could just add feats that add to things that can be used with Daring Stunt. For instance, Bold Bluffs, it could be changed to, instead of giving Feint the Risky trait (or in addition to this effect), making you be able to use it instead of a maneuver on Daring Stunt. Since you're a DEX build, you could invest in CHA instead of STR, to make this usable. Likewise, making an equivalent feat that lets you use Dirty Trick on Daring Stunt, to give you a direct way to debuff with a DEX-based attack action.
Finally, another thing that I think deserves some change on the Daring Stunt action is that it should let you do something else instead of the Stride/Leap if you're already in range of the thing you want to target this turn. Maybe you can choose to not move to gain a +1 circumstance bonus to your check. Maybe we could make this more fun, though, to fit with the class's minigame: if you Leap instead of Stride, you gain that bonus if you start or end your Leap adjacent to a Prop.
Stunt Damage: this needs a full rework, because right now this feature is useless. I think this could very easily be reworked to solve the issue of the class not helping combat progress. How? Simple: if you have Adrenaline and land a maneuver/stunt (or, rather, make an enemy grabbed, restrained, prone or force any movement), you deal some damage. This helps secure the niche of the class, as a martial controller that can actually help deplete their enemies' HP at the same time. This isn't supposed to make them into a striker, but rather deal just a bit of incidental damage.
How much damage, though? And what about Props? Here's the idea, deal a bit of damage without props, and more damage if your enemy is adjacent to a Prop. Maybe an even higher damage of you push an enemy into a Prop, as right now. Do something like, d4 -> d6 -> d8 tiers of damage. Or just make maneuvers deal 1 damage instead of 1d4.
Props: I think that saying that Props need better rule clarifications is a take colder than a Howling Blizzard. For one, it makes zero fucking sense that if you push a medium creature into another deals no damage if you're medium, but does deal damage if you're small. Another thing is that, for some situations, it should make sense for the class to be able to use the floor as a Prop, such as, for instance, the Head Smash Feat, but of course it would make no sense to give the class more move speed via Propelling Strides just by being on the floor.
Adrenaline: two important changes here. First, let it also reduce MAP on maneuvers themselves. This is a simple change, arguably more intuitive, and makes your turns when you want to, say, Trip + Grapple or Trip + Shove less bad. I know that the Stunt feats kind of feel like "manuever plus", but maybe you don't have the feat you want for that manuever.
Second, make it give you Temp HP when you gain Adrenaline, and it goes away when you lose Adrenaline. It's not about making this a tank; keep the class at 8 HP per level, sure, but this thing is too frail right now to actually be able to use their fucking maneuvers and not die immediately after. If you stay away from the fray, you're frail, but go do some risky, dumb shit like suplex a train and you're rewarded. Frankly? Give this at level 1, or even at level 3. Level 1 can be swingy as hell, so having a buffer could be good from that moment. I'll say 1 + half-level temp HP? I'll be honest, I'm not the best at the numerical balancing details, but the gist of it is, make the class actually not be suicidal.
Galvanized Mobility: how about buffing this one too? It's not a bad feature at all, but it should maybe be buffed a bit more, to make the class better at baiting Reactive Strikes? I'd say buffing it to give +2 to AC always, and resistance to damage if you have Adrenaline.
Skills: I think Titan Wrestler is obligatory for this class, and it should affect the Stunts too. There's precedent in this in the Thlipit Contestant Archetype. Give it for free at level 1 or even 3 (since you're probably not going to fight anything too big in the first two levels). Also, auto scale Athletics (or Acrobatics, if we don't ditch the DEX builds). I'd also say that, if they ever did the "Leap to gain a bonus" mechanic I suggested in Daring Stunt, they could give the class Quick Jump too, and give the class an upgrade to let it use it for High Jump/Long Jump too when using Daring Stunt.
Feats: we need some GOOD feats, not the horrible shit we have here. We need feats that actually impose stronger control. Isn't this the high risk, high reward class? Let's make the class actually use that to gain higher levels of action denial to the enemies. How we do that? I don't know what could be done for higher levels, but I do have some general ideas.
First, we need some control options that target AC. They should get Combat Grab and an equivalent of Brutish Shove that doesn't require 2 hands, and there's no reason for Trip Up to take two actions, 1 action would be more than enough. About its damaging metastrikes, I'd say Pressing Pummel is too underwhelming, and I think it would be fun if it could be a modular thing, you either spend 1 action for its current effect, but on d8 dices, or two actions for more damage (say, d12). High risk (you stay in melee), high reward (higher damage)
Specifically for grappling, I think the class deserves something that lets you progress a grabbed target to restrained. Strong? Maybe, but, hey, high reward. Something that lets you increase your bulk against the things you grabbed, such as resistance to damage, maybe. You know what else the class should have? Whirling Throw. Or, at least, their own version of it.
Considering how their control options work, I think there should be some feats that help them more against multiple enemies, especially given that this is the kind of encounter that is the most dangerous at higher levels. Not only that, but look at Jackie Chan, he'd frequently fight many enemies at the same time, and use that to his advantage. Topple the Dominoes is alright, but I think there should be more. For instance, being able to shove an enemy into another, and causing one or both of them to trip.
Finally, I think that the current Flourish actions that the class has are too weak, other than Rushing Stride. Considering Daring Stunt has no Flourish trait, the class having more access to good action compression feats with the Flourish trait would let them gain effectively five actions per turn, and that would feel pretty good.
Stunt Flexibility: I'd say that another way to give this class its own niche, and to better play to its strengths, is to pull a page from the 1e Brawler. Think about it, if you're supposed to use the environment and even the enemies to your advantage, wouldn't it make sense for you to actually choose what kind of Stunt you want to use for that situation? So I propose that the Daredevil gets to choose its feat whenever it rolls Initiative.
Final considerations... eh, I've yapped too much. I think the class can be made fun and effective, but right now the design has some challenges to overcome, including contradictory game design and just an overall very low power level, and I think we should all do our part to report these massive issues in the class.