First and foremost, please if you read this post and comment keep comments civil please, also please don't mention or blame somebody about this particular powerset, the intention of this suggestion is to give the dev team some ideas to improve the set instead of nerfing it to death as they have already being doing. I don't understand why this powerset has become "whipping thing" of nerfing. So let's begin with some thoughs on how to improve it in a "balanced way"... of course the term balance should be changed to decent.
First, here some ideas about the attack powers of this powerseta. Psi Lash: No changes needed to base power. The advantage could use a rework to function like a small Active Offense/Energy Form that boosts Ego Damage by 30% once every 30 secons
b. Ego Blast: No changes needed, advantages work quite well.
c. Mind Break: The first thing that should be adressed. Lower its energy cost and please make into an advantage the effect of refreshing the debuffs applied by Shadow of Doubt, Mental Leech and Mental Storm. Remove the Detonation effect into a new Tier 3 Power.
d. Ego Sprites: I don't understand why was this changed to a Point Blank Area of Effect Damage with a reduction in its reach from 50' to 25'. I think this change should be reversed. The advantage's heal could use a heal increase per tick of 10%.
e. Mental Leech: I am okay this power having a 8 second cooldown and have the second debuff it used to apply move to an advantage, however please increase the radius/sphere of this power from 10' to 25'.
f. Shadow of Doubt: I feel the same way about Mental Leech regarding this one, but once again I'd like to have its radius/sphere from 10' to 25'.
g. Mental Storm: Okay *takes a deep breath* This power should only apply Stress after expiring and should have its recharge reduced from 15 to 10, also have its damage per tick increase roughly by 20%. The paralyze effect should be moved to an advantage.
h. Psyche Shattering: *New Suggested Tier 3 power* This one should be a powerful single target attack and have the effects of the Detonation currently present on Mind Break.
i. Ego Storm: To be honest I don't like the Incapacitate mechanic, I know this power has been the most nerfed one since its introduction back on 2011 with the F2P conversion. One idea to make it good is to make incorporate into the base version of this power the toogle effect when no target is selected, and then use the mantain effect when you have a selected target, but doing this action places the power into a recharge of 15 seconds. The advantage could be redone to either apply Disorient or Stagger or reduce the target's resistance to Crowd Control.
j. Master of the Mind: This should be considered the jewel of the Crown of Telepathy an so it should be categorized as an Ultimate, also please consider this changes:
1. reduce the energy cost of this power to that of Gravity Driver, Endbringer's Grasp or Crashing Incantation.
2. lower the damage bonuses for the Empowered DoTs by half of its current values
3. make this power grant at least the following damage resistance against all damage for the duration depending of this rank scaling: 30% dmg resistance at rank 1, 40% dmg resistance at rank 2 and 50% dmg resistance at rank 3.
4. additionally increase the duration of each rank like that of the Active Offense powers: 12 seconds at rank 1, 15 seconds at rank 2, and 18 seconds at rank 3.
Done suggesting changes to the attack powers, let's move to the healing ones:a. Empathic Healing: Another power which has seen the nerf bat many times. The healing is decent to be a 50ft range one but could have a better range like... let's say 65' range please? The advantage is not useful in battle so instead could be changed to apply a minor shield on the target at the of a full mantain?
b. Psionic Healing: This is an odd thingy... can generate energy at taps and has a 100' reach okay its fine, but could have its charge time reduced to 2.5 seconds to please with a 5 seconds recharge to compensate the lowered charge time? The advantange of this one could have its chances to perform the minor AoE heal to 100% with an internal cooldown of 4 seconds like the Restoration effect present on many recently updated powers.
c. Mind Drain: Okay this is a reskin of Life Drain, it is fine as it its, as well its advantage for being an unlockable power.
d. Mindful Reinforcement: I think this power performs well and no changes are needed here.
e. As some other people mentioned, if Telepathy is the support part of the Mentalist framework a resurrection here is needed. Call it "Mental Awakenening" or "Empowering Will" or whatever you like but please consider doing one. It could be a single target ally revive and the advantage of this power could spawn a pair of Nigmares at full charge. I am not mention an AoE revive advantage because Sorcery and Celestial already have those.
Now let's move to the most tragic part of this powerset's game mechanic. Crowd Control... at this time this is practically non existant.
a. Ego Sleep: It is okay as it is. No changes needed
b. Ego Placate: This should be changed to an Area of Effect Placate with a 50ft reach and 25ft radius. The threat reduction, and newly added Disorient effect would make it perfect. The Svengali's Gale advantage is okay as it is.
c. Mind Lock: This should be changed to a small Area of Effect Confuse with a 60ft reach and 10ft radius. The Beffudling Rage should be changed to reduce the current Threat you have on that target.
d. Psychic Vortex: Since this is a summon power it's okay as it is but could have another effect added to it. When casted near a target that is innmune to Control effects, it could apply the Disorient debuff to them.
e. Mind Control: Okay this one of the most recent additions to the powerset, I know from reading the forums there has been a lot of debate about the possible effects of this power and its advantage. My idea here is amplify the spectrum of targets affected by it with this scaling:
1. Henchmen - After Corruption expires they loose 75% of their HP
2. Villains - After Corruption expires they loose 50% of their HP
3. Enforcers and Master Villains - They loose 25% of their HP and have their damage strength reduced by 10%.
4. Supervillains, Legendaries and Cosmics - They just take a 15% damage strength reduction.
f. Mind Wipe: Another quite recent addition along the new introduction of the Threat Wipes powers. My thoughs on this one is that it should be an AoE Threat Wipe with an added Placate effect. An additional effect that this power could use is when applied to the primary target it suffers the application of a Snare.
Done with the Crowd Control powers, now let me give you my ideas about the only Slotted Passive of this powerset.a. Congress of Selves: As it is now and confirmed by a friend which I shall not mention, we have found that some of the bugs present on this power have beeen fixed however the energy return triggered when you're attacked by a damaging Mentalist power and the resistance ignorance of the Telepathy DoTs have not been addressed. I agree this power should be some sort of "Hybrid" passive in the sense of being only usable in either Ranged Damage, Hybrid Damage, or Support Role but not all of them (I mean it shouldn't be able to be used in Tank or Melee Damage roles). Also it should boost all Paranormal Damage to same extent it does Ego Form. Aside from that little change the advantage of this power that causes the Telepathy DoTs the Trauma effect is overperforming and should be replaced with the Stealth/Threat Reduction effect innately present on this power as it is now.
Let's talk about the Summon powers:a. Summon Nightmares: I am okay with the critters summoned by this power as it is right now, however the NPC version of this power has a unique trait: the NPC's nightmares can apply Disorient (I know the Ether hound summoned at R2 of this power already does it) Stress, Stagger, Graceless (dodge chance reduction) Regret and Malaise thanks to the recent revision of NPC Mentalist Skillset used by the Elder Worms for the Shadow of Destruction update. Can we have our nightmares apply these effects randomly please?
b. Collective Will: I am okay with this power since it was recently revisited. No changes suggested.
Well... I had been thinking about these suggestions for quite a while. I leave this suggestion here hoping that devs
@kaizerin,
@crypticarkayne,
@splosions ,
@ladygadfly and rest of the team consider this suggestions. Feel free to discuss this suggested changes.
Comments
Ego Blade Breach should get its idiotic Medusa voice effect removed, and Congress of Selves, which doesn't provide defpen, due DoTs can't inherit them physically just replaced to damage increase or something on it as well. Generally Mentalist frameworks are just #BUKT #BUKT #BUKT #BUKT... Empathic Healing, only a tiny bit viable thing for tech heal builds, needs its travel time removed at least. Mentalist should get its rez power, that Mind AT also would get access to.
The one thing I do have an opinion on is Ego Sprites. There was no reason to have nerfed it in the first place. Give it back!
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Telepathy has some very strong sides as it is. Ego Sleep is mandatory for mezzers, so Ego Sprites are. Telepathy unlock m/l too. Telekinetic Maelstrom is viable tap Melee AoE stun. Ego Hold's good ST mezz, so Telekinetic Forcefield Inducer is, which's just reskin of it that doesn't consume PP. Telekinetic Shield is sweet.
What mentalist lacks - it's lMO AoE (ranged) Maintain, revive power and perhaps some extended healing capabilities.
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Has anyone been known about examples when some dev moved in opposite direction - from NWO or STO switched to CO?
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I have a similar document to my Force Power Set Revamp to post at some point. I may do it next week but I'll definitely check this out criswolf.
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Having said that, this sounds like a nerf which would actually happen to Mind Break (I actually have this listed down on my Telepathy Nerfs list, a few below the recent New Telepathy nerfs and Manipulator Nerfs), so whilst that is my opinion, I can't say something bad like that happening would surprise me.
The only issue I have with Mind Break is that others with the power can rupture your debuffs and completely mess up my application to keep the boss weakened.
The unfortunate truth is that those debuffs (Stress, Dependency & Regret) were not intended to work in a similar manner to say Bleed or Poison, which is why the cooldowns originally rewarded you for ranking the powers up (except Mental Storm's), until it was randomly decided this was OP or undesirable.
With this in mind, the solution would be to (unfortunately) either further nerf Stress, Dependency and Regret to be stackable in a larger way (so less impact) so that they could limit you rupturing other people's debuffs. The basic problem is that the set was designed so that a "team of telepaths" could keep the buffs up on an enemy whilst they are ruptured and replaced constantly throughout a fight.
Kind of like how Bestial Users can stack Bleeds and rupture them in a party or solo. I guess it was trying to emulate that set up but has been made more difficult to accomplish due to cool down changes.
d. Ego Sprites: I don't understand why was this changed to a Point Blank Area of Effect Damage with a reduction in its reach from 50' to 25'. I think this change should be reversed. The advantage's heal could use a heal increase per tick of 10%. Whilst I (of course), am very against the nerfs to Telepathy, they happened and will not be reversed, so grasping at straws for a buff somewhere like this would be nice and is quite similar to what I have down here.
Again, I disagree strongly here. Leave Mental Storm as the combined power that it is. Moving the paralyze to an advantage will not address any problems and just make Crowd Controllers who want to use Mental Storm more disadvantaged.
The Development Team have already stated that they do not have any way to credit crowd controllers (not a surprise really ), so just reducing their ability to apply damage by reducing what they can rank up in order to try and fulfill their role does not help.
The "problem" with Mental Storm is that if someone breaks out of the paralyze early (so everything that is being damaged pretty much) it can sometimes mess up how the power accounts for the DoT icon and Stress application, so it will keep the DoT going for a few more seconds then apply Stress.
I *believe* that it is intended for the power to apply Stress faster against higher targets but that could be (and is likely) wishful thinking, so it will probably be nerfed/corrected soon, further hampering Telepathy set ups in some instances.
The Incapacitate system, when you look into it is a blessing and a curse. Which makes it very annoying. The most simple way (in a positive sense) to make it (Incap System) less of a pain is to do the following:
- Remove the stupid mechanic which forces it to end if a target breaks out of the hold early (whilst maintain is still going)
- Remove the 1 (2 second) delay on the application of the hold.
Damage from abilities are usually not delayed when the ability is fired off, I respect that CC is seen (to some) as an inferior/undesirable mechanic but it should not have been hampered this way (in reference to this specific mechanic).
The advantage has caused so much trouble in the past, I can see it going two ways:
- Acting as a refreshing effect on Ego Storm for Stress debuff (ew)
- Being scrapped and the original version of the power being replaced (so you could move around whilst maintaining the power). I'll give you a rundown of what this ability used to do before it was nerfed into oblivion by naysayers.
Master of the Mind:
- Increased HP (additional 40k HP)
- Constant Strong HoT
- Damage Bonuses (still there as it is now)
- Flight
- Increased Damage Resistance
- Access to Empowered Versions of Mental Storm, Mind Break, Psi Lash, Shadow of Doubt & Mental Leech with "instant" stacking and detonation.
In my proposal for Telepathy Revamp (not yet posted), I have suggested that this be the new normal for Master of the Mind but revised for LIVE usage as the old values for some of the stats it's original version gave were a bit silly.
This would require a buff to a Telepathy ability, I don't think that's on the table but this is a nice suggestion. Different to what I have down but nice nonetheless, I would also add that for your suggestion the advantage be renamed "Empathic Shielding" or something which gives a good nod towards any aspiring empaths out there. Psionic Healing adjustments:
- Reduce charge time to 2 seconds
- Grant Psionic Healing a 1 second cooldown in between casts (maybe)
There is no need to "compensate" for anything really.
I would strongly recommend that Restoration is kept away from Psionic Healing. It is better suited on Tech powers Psionic Amplification is nice but the chance to apply it could be buffed.
Again, this would require a buff to a Telepathy power.
"If" is certainly the right word at this point!
I do have a rez listed here for Telepathy the problem is that I would like to see the way that Revives are done to be adjusted (which I also list).
Crowd Control - For once, I'm actually not going to comment on this, I'll leave that for my post. I think everyone knows how I feel about this aspect of CO, so I'll save you & them the extensive lecture.
I suspect it would be deleted anyway, as my Crowd Control thread was deleted unlike the other threads which were relocated.
How to fix Congress of Selves (short version):
- Remove the "Hybrid Passive" function. This is stupid and goes against what slotted passives are designed to do, and is likely linked to why it went pear shaped to begin with.
- Congress of Selves is reverted back to a slotted Support and Hybrid Role passive.
- Congress of Selves is de-nerfed to apply its damage boost to all Ego abilities instead of the FOUR that it buffs currently (since the recent "fix")
- The Trauma advantage probably shouldn't exist either. I'd just replace that with the standard 0 point advantage for ID Blades. Likely to be considered OP considering the advantage "Night Terror" exists. Which is actually a very very useful function. I would perhaps limit the list to this:
*Graceless
*Stagger
*Malaise
*Mental Weakness
and marginally increase their damage (but then again, this all feeds into a Pet Update/Revision).
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I've given a basic overview of my thoughts on this suggestion as requested.
The main reason I haven't been vocal about Telepathy is because I'm waiting for the nerfs to stop rolling in first so I can get a better picture of what I -don't- have to work with. I've already had to edit my document several times
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He was here last year and was actively looking into and working on New Telepathy bugs (and posted here) before he was whisked away without any word.
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Of course, if you wanna shoot out pink stuff and do high dps, there's always telekenisis. Nobody is gonna jump on your butt if you decide to ignore the name on the powerset and use those for your telepathy toon ;3
After all, it's not like conjuring lightning storms and weird spoofy circles and little glowy orbs looks particularly telepathic.
#TELEPATHETIC
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The set needs some tweaking in regards to synergy and control. It is a bit of a mess. The last round of fixes by GC were very kludgy and half-thrown together. He meant well, but his solutions weren't the best. Now that those have been mostly thrown out they haven't been replaced by anything. Which has left the set in a weird state.
I wouldn't mind Telepathy getting the same treatment that Sorcery did. A few new powers. Some synergy fixes within the set, etc.. It doesn't need a massive overhaul IMHO, but some of the powers need help. Like Master of the Mind.. which was meant to be a signature Telepathy power, but is a sad disappointment no one uses.
Aside from the obvious things that need to be fixed like congress and motm, Telepathy is actually still one of the better sets in the game to delve into.
My super cool CC build and how to use it.