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Telekinesis Changes Discussion Thread

kaiserin#0958 kaiserin Posts: 3,092 Cryptic Developer
edited June 2017 in PTS - The Archive
Telekinesis
  • Known Issue: A few Instances of Ego Leech in tooltips has been replaced with the text Mental State, this will be corrected next patch.
  • Updated tooltips for better clarity on what the powers actually do.
  • Stress, Fear, Dependency and Ego Leach are considered to be Mental States for power interaction purposes.
  • Adjusted many of the FX for better performance.
  • Added a Aura that enables Id Blades to the debugger. No 0 point advantages will be added to any other power.
  • Fixed a bug where Ego Blades was using an outdated formula for how the Ego stat scaled its melee damage bonus. Whoops.
  • Dependency will no longer heal targets above 95% health. This will allow it to pick targets that can use the healing instead of healing the closest entity to the target.
  • Reduced max stack count of Dependency, Stress and Regret to 3, values adjusted. These buffs can now stack to 3 per user.


Kinetic Darts/Ego Blade
  • Incisive Wit: Changed this into a named buff called Id Surge which grants the user bonus to ego damage and a small amount of the ego stat.


Ego Weaponry
  • Is now a cone power.
  • Made some timing adjustments to ego weaponry's double hit on the third attack so it hits when you visually hit the target.
  • Ego Leech's chance to apply is now guaranteed while affected by Ego Infusion.
  • Lowered the initial chances of applying Ego Leech.
  • Increased the activation time on this power's last hit to 0.83 (from 0.75). Damage has been adjusted for the activation change.
  • New Advantage: Adds a chance to apply the Stress debuff. This chance is increased if affected by Ego Infusion.


Ego Blade Frenzy
  • Is now a pbaoe attack (from a cone).
  • New Advantage: Chance to apply the Dependency debuff to targets.
  • New Advantage: Grants you a shield while maintaining this power.


Ego Blade Breach
  • Lowered damage and cost.
  • Reduced max charge time to 0.83 seconds (from 1.33).
  • No longer applies Ego Leech or a resistance debuff.
  • This power now refreshes all of your Ego Leech stacks and on full charge stuns your target.
  • Moved to Tier 2.
  • Removed Stun.
  • Domineering Will advantage: Snares targets and knocks down when fully charged.
  • New Advantage: Refreshes the Stress debuff duration.


New Power: Ego Blade Astonish
  • Basic melee stun attack.
  • Advantage: Trauma


Ego Blade Annihilation
  • Increased base damage.
  • Changed the activation and charge time for this power to 0.83 activation and 0.67 charge time. Damage and cost has been adjusted for this.
  • The Ego Infusion buff will now properly display on your character.
  • Fixed a bug where Ego Annihilation's rupture was scaling its damage off of Strength instead of Ego.
  • New Advantage: Increases your chance to crit with this attack based on your stacks of Ego Leech.


Telekinetic Assault
  • No longer deals escalating damage.
  • Moved to Tier3.
  • Base damage increased. Cost increased.
  • No longer applies Ego Leech.
  • No longer inherently gains crit chance based on Ego Leech stacks.
  • Gains bonus damage based on stacks of Ego Leech on you.
  • Removed Siphoning Strikes and Stressed Out advantages.


New Power: Telekinetic Strike
  • Tier 0 combo ranged power.
  • Has a chance to apply Ego Leech each hit. This chance becomes guaranteed if affected by Ego Infusion.
  • Advantage: Siphoning Strikes
  • Advantage: Stress Out
  • FX are placeholder.


New Power: Telekinetic Barrage
  • Deals damage in a 10' sphere. 100ft range.
  • Chance to crit with this power increases based on your Ego Leech stacks.
  • Chance to apply Ego Leech to you.
  • Advantage: Chance to Stun targets based on your Ego Leech stacks.


Telekinetic Lance
  • The Ego Infusion buff will now properly display on your character.
  • New Advantage: Increases your chance to crit with this attack based on your stacks of Ego Leech.


Telekinetic Burst
  • Now has a scaling chance to apply Ego Leech based on charge time. Previously it always applied Ego Leach on tap or charge.


Telekinetic Wave
  • Now has a scaling chance to apply Ego Leech based on charge time. Previously its chance was a flat amount on tap or charge.
  • Increased cooldown to 10 seconds (from 6).
  • New Advantage: Knocks targets towards you instead of back.


New Power: Telekinetic Shards
  • Deals damage in a 10' sphere. 100ft range. 10 second cooldown.
  • Knocks down your primary target.
  • Refreshes all of your stacks of Ego leech.
  • Advantage: Refreshes your Stress debuffs.


New Power: Telekinetic Lariat
  • Knocks target to you and applies a stack of Ego Leech.
  • Unlike other Lariat powers this power has no charge time.
  • Advantage: Inner Peace
  • Advantage: Nailed to the Ground


Telekinetic Eruption
  • Corrected the cost on this power as it was using an outdated formula. Cost has gone up a bit.
  • Now applies Id Surge when partially charged instead of the unnamed buffs. The effect of this buff scales with the rank of the power.
  • If charged less than a second, knocks down targets instead of back.
  • Added a cooldown of 10 seconds.
  • Now has a scaling chance to apply Ego Leech based on charge time. Previously its chance was a flat amount on tap or charge.
  • Enhanced Form Advantage: Now applies the Aegis buff when used, which increases resistance for a short time.
  • New Advantage: Inner Peace


Telekinetic Maelstrom
  • Corrected the cost on this power as it was using an outdated formula. Cost has gone up a bit.
  • Now deals Ego Damage instead of crushing.
  • Adjusted the rock FX to have psionic material to fit the ego damage type.


Ego Form
  • Moved this power to Mentalist shared.


Ego Choke
  • Garroting Grip Advantage: Now applies Fear instead of a unnamed debuff.


Ego Surge
  • Nimble Mind: No longer applies a scaling crit chance buff based on your con stat. Now applies an additional chance to crit with attacks based on the number of Ego Leech stacks you have.


Lance Rain
  • This power is still being worked on and has placeholder values.
  • Fixed the power from not being interruptable.
  • Increased radius to 25ft.


Ego Reverberation
  • Renamed to Telekinetic Reverberation
  • Now scales off of Recovery and Endurance.
  • Now applies energy over time.


Mental Discipline
  • Updated to use regular Form damage standards.
  • Applies Focus when you apply a Mental State effect.
  • Moved to Tier 1.
  • Change the activate animation and made different versions for Single or Id Blades.
  • Optimized the fx for this power.


New Power: Mental Precision
  • Ranged damage form that scales off of Dex.
  • Triggers when applying Mental State effects.


Master of the Mind
  • Moved to Mentalist Ultimates
  • Completely removed old transform effect. FX is unchanged.
  • This power is now a Active Ultimate.
  • An Active Ultimate places both Active Offenses and Defenses on a shared 90 second cooldown.
  • Can be used while held/confused.
  • 15 second duration.
  • 3 minute cooldown.
  • Applies breakout damage.
  • Grants Flight for the duration.
  • Gives you knock and mez resistance for the duration.
  • Gives you damage resistance for the duration.
  • Increases your chance to crit for each stack of Ego Leech on you.
  • Applies a stack of Ego Leech every second.


Mind Break
  • Will no longer rupture other user's stacks of Stress, Dependancy or Regret.
  • Adjusted effects for new stack caps.


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Post edited by kaiserin#0958 on
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Comments

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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    The change to Mental Discipline means it's no longer usable with ranged TK (and given that a lot of the powers that stack it are ranged, rather strange synergies). Some thoughts:
    1. Tag the TK blade powers as ranged, and give concentration stacks -- given that they already scale with ego, this isn't an absurd change, and makes the set fit together better.
    2. Add a new form or 0pt advantage that stacks concentration instead of focus.
    3. Apply a different buff that will help with both types of attack.
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    kallethenkallethen Posts: 1,576 Arc User
    edited June 2017
    Quick initial thoughts:
    • I'm saddened to see that the new Disciple AT's progression still only offers choices at two levels of powers. I thought it was very nice that revamped ATs were getting more options in their power progression.
    • I'll miss having Mental Discipline be a unique form. But as the above poster suggested, it would be nice for it to give a buff that increased all Ego damage instead, and half or quarter bonus to other types.

    EDIT: Also, while I understand about zero-point advantages, it really hurts to have dual ego-blade become an Aura. You basically are forcing me to buy an aura-slot.​​
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    championshewolfchampionshewolf Posts: 4,375 Arc User
    kallethen said:

    Quick initial thoughts:


    • I'm saddened to see that the new Disciple AT's progression still only offers choices at two levels of powers. I thought it was very nice that revamped ATs were getting more options in their power progression.
    • I'll miss having Mental Discipline be a unique form. But as the above poster suggested, it would be nice for it to give a buff that increased all Ego damage instead, and half or quarter bonus to other types.
    ​​
    Mental Discipline as it currently is on live did not have a hope in hell in keeping pace with the other forms especially if people focused on just one stat. this change was basically needed at this point.
    Champions Online player since September of 2008, forumite since February of 2008.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited June 2017
    Thematically speaking, Ego Blade Breach should really still apply a defense debuff, as the normal usage of breach is (as a noun) a hole in defenses, or (as a verb) to create such a hole. As such, it should be the TK equivalent of Demolish (the obvious option is to have it apply Stress).
    Post edited by pantagruel01 on
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    criswolf09criswolf09 Posts: 748 Arc User
    edited June 2017
    I agree with the person who mentioned that it would be a nice idea to give extra choices to the Disciple AT. So,

    Suggestion
    Could the power progression be changed to this one? please


    Level 1: Ego Blade
    Level 1: Ego Weaponry
    Level 6: Ego Blade Frenzy OR Telekinetic Wave
    Level 8: Id Mastery
    Level 11: Ego Blade Dash
    Level 14: Mental Discipline
    Level 17: Ego Blade Annihilation OR Ego Blade Breach
    Level 21: Telekinetik Shield
    Level 25: Telekinetik Reverberation
    Level 30: Ego Surge OR Mind Wipe
    Level 35: Telekinetik Eruption OR Telekinetik Maelstrom
    Level 40: Master of the Mind​​
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    meeoeoowiemeeoeoowie Posts: 78 Arc User
    edited June 2017
    So what about that namesake power, Telekinesis? The one that is more or less useless, and isn't receiving a change?

    Also, as much as I love bubblegum projection, could Maelstrom maybe get a 1pt advantage that made it deal 100% crushing damage, and returned it to rock VFX? It doesn't hurt to keep some thematic of Telekinesis actually using the terrain with your mind, and not just projecting copies of real life objects in a pink glow.

    Suggestion
    Consider giving TK Maelstrom a 1pt adv. that makes it deal pure crushing damage, regaining the old FX.


    Suggestion
    Do something about Telekinesis (power), perhaps make it the Gigabolt of Telekinesis, dealing Ego Damage, but extra Crushing Damage by pulling any nearby objects into the attack.​​
    Post edited by meeoeoowie on
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    ravisingrequiemravisingrequiem Posts: 2 Arc User
    Overall the new powers seem... underwhelming. Telekinetic Shards do not possess anything viable beyond a refresh for a buff that can be quite easy to stack. Telekinetic Barrage also seems a bit meh, from what I've tested of it, the damage is slightly better/on par with Telekinetic Assault. Really disappointing stuff as a fan of TK.

    Suggestion
    - Improve damage of Telekinetic Shards to make it slightly more viable. (Perhaps increase cost as well)
    - Increase base damage of Telekinetic Barrage and/or increase damage as time goes on.
    Yes, I know I misspelled my username.
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    qawsadaqawsada Posts: 739 Arc User
    edited June 2017
    kaizerin said:


    Master of the Mind

    • Moved to Mentalist Ultimates
    • Grants Flight for the duration.
    • ​​
    Wouldn't this power just get disable during a cosmic fight? Last time I check, if something has even the smallest travel power, like Graceful device, it get disable and can't be use during cosmic.

    EDIT: Just tested it. The NTTTG from the cosmic will not disable the power, so you can use it after the aoe. However, if you have the buff from the Master of the Mind on when you got hit by the NTTTG, your buff is gone/disappear/terminated.
    Post edited by qawsada on
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    lunnylunnylunnylunny Posts: 186 Arc User
    qawsada said:

    kaizerin said:


    Master of the Mind

    • Moved to Mentalist Ultimates
    • Grants Flight for the duration.
    • ​​
    Wouldn't this power just get disable during a cosmic fight? Last time I check, if something has even the smallest travel power, like Graceful device, it get disable and can't be use during cosmic.
    Normally buffs that don't need said travel power toggled on continue to work, alike Amazing Grace's device, will continue to work if you activate them. Most cosmics just temporarily disable your travel powers- which does make you unable to use the device I just mentioned, but after the debuff runs out, you can use it.

    Except for TA Grond. You can't activate things like Amazing Grace or Feline Serum because your travel powers are *always* unable to be used, whereas on Cosmics, there's a few time windows but the buffs persist if used right before.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    qawsada said:


    Wouldn't this power just get disable during a cosmic fight? Last time I check, if something has even the smallest travel power, like Graceful device, it get disable and can't be use during cosmic.

    Ascension can be used, you just don't fly. I would expect the same from this power.
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    riveroceanriverocean Posts: 1,690 Arc User
    edited June 2017
    SUGGESTION:
    - Mental Discipline's Interaction with ranged TK powers is a staple of the set. Mental Discipline should buff all mentalist damage equally ranged or melee. Can it apply stacks of Frenzy instead? That seems like a reasonable compromise.


    Random Feedback from a long time mentalist player:
    - Master of the Mind is finally an ultmiate. Tears of joy!!!
    - The changes to Ego Surge have been hinted at for a long time. Not surprised at all..and still keeping it on my ranged mental build.
    - Hopefully the changes to Stress, Fear, Dependency and Ego Leach indicate some telepathy buffs.
    - Please don't forget about the "Telekinesis" power. It's in need of a revamp as well.
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    thekrazzeethekrazzee Posts: 55 Arc User
    edited June 2017
    Suggestions
    Ego Blade Breach
    +Power Damage: 126-260 Ego Damage >> 348-824 Ego Damage
    -Add a 12 second recharge
    +Fully charging applies a stack of Stress and Dependency
    +Malicious Intent (Adv, 2pts): Fully charging Ego Blade Breach ignores 8% of your target's Dodge Chance.
    +Last Thoughts (Adv, 2pts): Ego Blade Breach deals 30% bonus base damage to targets below 25% Health.

    (New Power) Ego Blade Slam
    Animation: Storm's Harvest, with Ego Blades. 1H Ego Blade holds the blade with both hands
    +Single target attack that deals Ego Damage, Disorients the target, and has a 25%-100% chance to apply Ego Leech
    +Gains 5% Critical Chance for each stack of Ego Leech you have.
    +Mind Pulse (Adv, 2pts): Ego Blade Slam releases a pulse of mental energy upon striking, dealing Ego Damage in a 10ft Sphere around your target. This damage increases with each stack of Ego Leech you have, but can't Critically Hit.
    +Mind Splitter (Adv, 2pts): Ego Blade Slam deals bonus damage to Held targets.

    (New Power) Ego Blade Whirlwind
    Animation: Sword Cyclone, with Ego Blades. The user always manifests two Blades for this one
    +10ft Sphere that repeatedly deals Ego Damage. Each pulse refreshes the duration of stacks of Ego Leech you have.
    +Starts small, but gains 6% Damage Strength and 5% Critical Chance for each stack of Ego Leech you have.
    +Fully maintaining Ego Blade Whirlwind consumes your stacks of Ego Leech to deal a burst of Ego Damage and Stun targets.
    +Seeing Red (Adv, 2pts): Instead of a burst of Ego Damage, fully maintaining Ego Blade Whirlwind applies 3 stacks of Furious.
    +Wall of Swords (Adv, 2pts): While maintaining Ego Blade Whirlwind, you gain Damage Resistance for each stack of Ego Leech you have.

    Ego Choke
    +Lack of Faith (Adv, 2pts): Telekinetic Choke ignores 3% of your target's Ego Damage Resistance and Hold Resistance for each stack of Ego Leech you have.

    Ego Hold
    +Duress (Adv, 2pts): When Ego Hold's Paralyze expires, your target takes Ego Damage and becomes Feared.

    New Power: Ego Lapse
    +Melee Power that deals Ego Damage and Stuns your target
    +Lost Thoughts (Adv, 2pts): Ego Lapse applies or refreshes the duration of stacks of Ego Leech you have. Also depletes Energy from your target each stack you have.
    +Shattered Psyche (Adv, 2pts): Ego Lapse applies Trauma to your target.

    Ego Weaponry
    +Hard Light (Adv, 2pts): Ego Weaponry has 10% (25% if you are affected by Ego Leech) chance to Knock Down targets. Finishing the Ego Weaponry combo has a 50% (100% if you are affected by Ego Leech) chance to Knock Down targets.

    Master of the Mind
    +Unleashed Madness (Adv, 2pts): Master of the Mind grants you 20 Ego and a small amount of Energy every second for each stack of Ego Leech you have.

    Mental Discipline
    +Grants stacks of Mental Discipline (+2.2% Damage Strength) instead of Focus. Scales off of Ego.
    +Tranquil Fury (Adv, 2pts): For each stack of Mental Discipline you have, your Critical Severity is increased by 1.5%.

    Telekinesis
    +Mental Strength (Adv, 1pt): Objects thrown by your Telekinesis deal 7% bonus damage for each stack of Ego Leech you have.

    Telekinetic Barrage
    +Peer Pressure (Adv, 2pts): If your primary target is affected with Stress, Dependency, or Regret, Telekinetic Barrage has a 25% chance each pulse to apply those effects to each other target.

    Telekinetic Burst
    +FX Change: The swords produced by Telekinetic Burst are linked to the user's Telekinetic Sword weapon.

    Telekinetic Eruption
    +Center of Madness (Adv, 2pts): Telekinetic Eruption Knocks foes towards you instead of Knocking them Back.

    Telekinetic Lance
    +Kinetic Force (Adv, 2pts): Telekinetic Lance Knocks Down your target.

    Telekinetic Maelstrom
    +Mental Fortitude (Adv, 2pts): Telekinetic Wave applies Defiant to you for each target hit, but has its recharge increased.

    Telekinetic Shards
    +Bad Memories (Adv, 2pts): Telekinetic Shards instills Fear to your target.
    +Inner Demons (Adv, 2pts): Telekinetic Shards deals 6% bonus base damage for each stack of Ego Leech you have.

    Telekinetic Wave
    +Sudden Realization (Adv, 2pts): Fully charging Telekinetic Wave applies Stress to targets.
    Post edited by thekrazzee on
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    avianosavianos Posts: 6,028 Arc User
    edited June 2017
    Now TK is one of my first FF powerframes and I love it
    Good changes so far, I'm not excited neither dissapointed

    One thing, thank you SO MUCH for NOT removing the EGO leech rapture mechanic from the set, I was afraid you guy will ruin it like you did with Laser Sword plasma cutter
    Added a Aura that enables Id Blades to the debugger. No 0 point advantages will be added to any other power.
    Existing 0 point advs for ID Blades won't be removed right... RIGHT?
    Because forcing me to take an aura for Dual Blades is unaccaptable


    Ego Surge
    Nimble Mind: No longer applies a scaling crit chance buff based on your con stat. Now applies an additional chance to crit with attacks based on the number of Ego Leech stacks you have.

    About darn time
    Lance Rain
    This power is still being worked on and has placeholder values.
    Fixed the power from not being interruptable.
    Increased radius to 25ft.

    I hope the cost will also be adjusted
    last time i checked, this power wasn't taking any of the TK passives cost discount bonuses
    Ego Blade Breach
    Lowered damage and cost.
    Reduced max charge time to 0.83 seconds (from 1.33).
    No longer applies Ego Leech or a resistance debuff.
    This power now refreshes all of your Ego Leech stacks and on full charge stuns your target.
    Domineering Will advantage: No longer stuns a blocking target. Changed to refresh the Stress debuff duration.
    Not a fan of the change, but again the TK combo stress debuff now
    Telekinetic Burst
    Now has a scaling chance to apply Ego Leech based on charge time. Previously it always applied Ego Leach on tap or charge.

    Was the bug where the powers couldn't trigger concetration fixed?
    Ego Reverberation
    Renamed to Telekinetic Reverberation
    Now scales off of Recovery and Endurance.
    Now applies energy over time
    MEH, saw it coming, not even mad
    Mental Discipline
    Updated to use regular Form damage standards.
    Applies Focus when you apply a Mental State effect.
    Focus? Dex scaling? but what about the range TK?​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    aiqaaiqa Posts: 2,620 Arc User
    edited June 2017
    There is something a bit odd about tk maelstrom cost now. If you compare it to shadow eruption it costs more, does less damage, and takes a longer charge time. Of course shadow eruption is a knock (by default) while maelstrom a stun, but the difference is a bit excessive.

    Having looked over the ego blade powers, the setup seems nice at first glance. Just one thing that bugs me is that you are meant to spam ego blade annihilation now. And the animation on that power looks a bit silly to spam.

    Bug:
    Master of the Mind is not locked out by other ultimates.
    Post edited by aiqa on
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    avianosavianos Posts: 6,028 Arc User
    edited June 2017
    Boy Im glad I had Ego Surge only on 6 characters (7 if you count my Discliple AT), 2 which are TK themed, I didn't let the OPnees of the OV to affect my themes and builds so the punishment will be barely bad :lol:

    Pretty sure they are going to give free retcons, the change of the power is quite critical
    aiqa wrote: »
    There is something a bit odd about tk maelstrom cost now. If you compare it to shadow eruption it costs more, does less damage, and takes a longer charge time. Of course shadow eruption is a knock (by default) while maelstrom a stun, but the difference is a bit excessive.

    This sounds like a really unfair balance and concerns me​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    sanguinevipersanguineviper Posts: 451 Arc User
    edited June 2017
    Well, that was money well wasted on upgrading that TK mod for Sanguine. Ah well, I knew this was coming and did it anyways. Though I was hoping deep down maybe the possibility existed that TK blades would finally get something that wasn't a nerf for once in 7 years.
    So when are the MA nerfs coming?

    At least frenzy is a pbaoe now.
    Post edited by sanguineviper on

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    avianosavianos Posts: 6,028 Arc User
    edited June 2017
    Archetypes
    Corrected diminishing returns on the Disciple.
    New Disciple progression path:
    1 Ego Blade
    1 Ego Weaponry
    6 Id Mastery
    8 Ego Blade Frenzy OR Telekinetic Wave
    11 Ego Blade Dash
    14 Mental Discipline
    17 Ego Blade Annihilation
    21 Telekinetic Shield
    25 Telekinetic Reverberation
    30 Telekinetic Maelstrom or Telekinetic Eruption
    35 Ego Blade Breach
    40 Master of the Mind
    Wait? WHAT? NO! I don't want this ultimate on my Disciple AT, I never asked for this
    It's not even a choice
    This REALLY doesn't belong here

    oh... and the AT complety lost the Ego Surge :| let me guess, the new premium Telekinesis AT will have Ego Surge :angry:
    Master of the Mind
    Moved to Mentalist Ultimates
    Completely removed old transform effect. FX is unchanged.
    This power is now a Active Ultimate.
    An Active Ultimate places both Active Offenses and Defenses on a shared 90 second cooldown.
    Can be used while held/confused.
    15 second duration.
    3 minute cooldown.
    Applies breakout damage.
    Grants Flight for the duration.
    Gives you knock and mez resistance for the duration.
    Gives you damage resistance for the duration.
    Increases your chance to crit for each stack of Ego Leech on you.
    Applies a stack of Ego Leech every second.
    Question: Why even bother?

    The Cool EGO-Golem visuals are gone and the Duration is longer than the other ultimates​​
    Post edited by avianos on
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    avianosavianos Posts: 6,028 Arc User
    edited June 2017
    Lance Rain
    This power is still being worked on and has placeholder values.
    Fixed the power from not being interruptable.
    Increased radius to 25ft.
    Suggestion: Please Update this power's Icon
    It's been using Telekinetic Lance's artwork for too long

    New Power: Telekinetic Barrage
    Deals damage in a 10' sphere. 100ft range.
    Chance to crit with this power increases based on your Ego Leech stacks.
    Chance to apply Ego Leech to you.
    Advantage: Chance to Stun targets based on your Ego Leech stacks.

    New Power: Telekinetic Shards
    Deals damage in a 10' sphere. 100ft range. 10 second cooldown.
    Knocks down your primary target.
    Refreshes all of your stacks of Ego leech.
    Advantage: Refreshes your Stress debuffs.

    Suggestion: Give Restoration ADV on those powers since they both have 10 sec CD

    Telekinetic Assault
    No longer deals escalating damage. Damage overall has gone down.
    New Advantage: Chance to apply the Stress debuff.
    New Advantage: Similar to Siphoning Strikes, your critical damage now heals you for the amount instead.
    I wouldn't sacrifice the rank 3 visuals

    Was the BUG that cause the visuals of this power to dissapear fixed?
    ​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    aesicaaesica Posts: 2,537 Arc User
    Regarding forms, dual id blades, etc, I think I have a solution that would not only let players choose between dual id blades vs a single ego blade, but also allow both the ranged and melee tk powers to work together:

    1) As another user suggested, tag the various ego blade powers as ranged and allow them to build stacks of Concentration rather than Focus. This allows for both int and ego, both of which fit the theme of mental powers.

    2) Change Mental Discipline to be a copy of Concentration, (applies concentration, scales with int/ego, or maybe something else/ego) with the only real difference being that it applies the dual id blades fx instead of the single ego blade.

    Now, you have a way for players to choose the dual blade vs single blade without relying on 0 point advantages or making them feel put out by clogging up an aura slot.


    - - -

    I haven't had a chance to log in and check it all out yet, but I look forward to that tomorrow. One quick thing though:

    If it hasn't already been done, you may want to consider lowering the adv point cost of siphoning strikes. Given that powers like Lifedrain, Mind Drain, Devour Essence, etc exist, I think it's reasonable.
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
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    sanguinevipersanguineviper Posts: 451 Arc User
    edited June 2017
    Alright, so I spent 2 hours trying to do anywhere near the damage of my live build. And it's not happening with any of the current pass. It's a lot more than my initial expectation of a 25% loss, it's more around a 40-50% dps loss.

    1. Loss of 15% dps from removal of EBB debuff.
    2. Loss of 10-15% dps from EBB no longer being viable as primary rotation filler due to loss of debuff and stacking leech, and doing less damage beside that.
    3. Loss of ~10% dps from TK annihilate doing less damage now (bug?) and having a longer charge time.
    (The most I managed to get out of TKA on pts was peaking at 20k per hit-rupture, on live it averages about 24k per hit-rupture. This leads me to believe it has definitely lost damage somewhere besides the 15% EBB debuff, given that the patch notes state it has increased damage twice.)

    Snark never dies.
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    sanguinevipersanguineviper Posts: 451 Arc User
    Alright, so I spent 2 hours trying to do anywhere near the damage of my live build. And it's not happening with any of the current pass. It's a lot more than my initial expectation of a ~20% loss, it's more around a 40-50% dps loss.

    1. Loss of 15% dps from removal of EBB debuff.
    2. Loss of 10-15% dps from EBB no longer being viable as primary rotation filler due to loss of debuff, stacking leech mechanic, and doing less damage beside that.
    3. Loss of ~10% dps from TK annihilate doing less damage now (bug?) and having a longer charge time.
    (The most I managed to get out of TKA on pts was peaking at 20k per hit-rupture, on live it averages about 24k peak per hit-rupture. This leads me to believe it has definitely lost damage somewhere besides the 15% EBB debuff, given that the patch notes state it has increased damage twice.)

    I didn't have much issue with energy management, but given that I stopped trying to use EBB about 2 minutes into testing out of disgust, it makes sense. EBB was the power in rotation eating the most energy, changing it out for Ego Frenzy therefore nullified the effect of the energy return nerf.

    There is currently no in-set way to apply stress without a large investment in something that only serves to lower dps. Taking ego weaponry and wasting a power point and 2adv. points just to apply the now solitary debuff option for the set makes no sense when you can just keep using mental storm which is what any right-minded person would've been doing before these changes anyways (in addition to the EBB debuff of course).

    Snark never dies.
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    avianosavianos Posts: 6,028 Arc User
    edited June 2017
    aesica wrote: »
    2) Change Mental Discipline to be a copy of Concentration, (applies concentration, scales with int/ego, or maybe something else/ego) with the only real difference being that it applies the dual id blades fx instead of the single ego blade.
    .
    This change made Mental Discipline form for MELEE TK
    Why would you want to make it range toggle?
    Ego Blade Breach
    Lowered damage and cost.
    Reduced max charge time to 0.83 seconds (from 1.33).
    No longer applies Ego Leech or a resistance debuff.
    This power now refreshes all of your Ego Leech stacks and on full charge stuns your target.
    Domineering Will advantage: No longer stuns a blocking target. Changed to refresh the Stress debuff duration.

    Urg... another power reduced from Damage to Utility...​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    notyuunotyuu Posts: 1,121 Arc User
    edited June 2017
    Ego Blade Annihilation, make the rupture damage per ego leech stack on-par with TK lance rupture.. cuz as it stands, the only thing that EBA has going for it when compared to TK lance is the reduced energy cost.

    also, please do something with the telekinesis power.. like make it throw a rock if there's no objects within acviation range

    would it be possible to get a version of TK assault that uses the animation from TK barrage [the one on assault looks stupid imho]

    for the sake of variety [cuz i know somebody is going to complain about it] and a version of TK barrage that uses the animation from TK assault

    and finally.. would it be possible to get ranked versions of the id blade aura? like a r1 version would make your powers use the r1 version of the ego weapons, with r2 and r3 versions doing the same respectivally?


    The crit chance boost effect on master of the mind based off ego leech stacks, fails to work if the power is taken, then removed, then retaken.

    to clarify
    take MoTM, crit chance effect works fine
    Retcon MoTM out
    Take MoTM again, crit chance effect not working
    Post edited by notyuu on
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

    eOGi6Cv.png9rfvawn.pngr3iD4nS.png


    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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    revanantmoriturirevanantmorituri Posts: 391 Arc User
    kaizerin said:

    Telekinesis


      Ego Blade Breach
      • Lowered damage and cost.
      • Reduced max charge time to 0.83 seconds (from 1.33).
      • No longer applies Ego Leech or a resistance debuff.
      • This power now refreshes all of your Ego Leech stacks and on full charge stuns your target.
      • Domineering Will advantage: No longer stuns a blocking target. Changed to refresh the Stress debuff duration.
      ​​
    Not at all happy with this. We've gone from a choice of "Burn stacks for more damage or keep them for consistency" to "Damage spike or ordinary single target attack". Please put the resistance debuff back: not all melee sets have to have a Rupture mechanic.

    Telekinetic Wave
    • Now has a scaling chance to apply Ego Leech based on charge time. Previously its chance was a flat amount on tap or charge.
    • Increased cooldown to 10 seconds (from 6).
    • New Advantage: Knocks targets towards you instead of back.
    • ​​
    So... a largely useless power was made even less useful? How is this supposed to compete with the equivalent powers in Force or Wind?

    And correct me if I'm reading this wrong, but you need Focus to apply Stress consistently, but you need Stress to stack Focus in the first place?
    -
    Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.

    Supporter of the Titan Project.
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    zamuelpwezamuelpwe Posts: 668 Arc User
    I know it's purely aesthetics but I really wish the transform affect of Master of the Mind would stay. It's the only way to get something resembling the effects PSI have and considering how unviable the actual effects were, it was the one interesting thing about MotM. All that said, the new effects do sound far better and less of a death sentence.

    Actually, wait a sec:

    "Completely removed old transform effect. FX is unchanged."

    Could this be clarified? When you say transform, do you mean the power replacement aspect?
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
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    kaiserin#0958 kaiserin Posts: 3,092 Cryptic Developer
    To clarify: The transform aspect from motm was removed (like replacing your powers), not the FX. As in you still gain a psionic copy of your costume following you around.

    The TK aura was introduced to let players have a way to get the id blade versions without being locked into the passive/form. This is not something that will be replicated to other sets and is very much a special case scenario for tk blades. It also cannot let you have different ranks of the power's fx without having the proper ranks, it's just acting as a switch for the id blades.​​
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    theravenforcetheravenforce Posts: 7,065 Arc User
    edited June 2017
    Ranged Telekinesis Observations

    Bugs:

    - Stressed Out advantage on Ego Weaponry mentions "The chance of apply Stress is doubled if you are affected by Unity" Unity (Laser Sword form power). It is not related to that form power in any way. Please omit.
    - Ego Leech's VFX and SFX play continually on a loop for the full 15 seconds. This could potentially get very irritating.
    - Telekinetic Maelstrom is still doing Ego and Crushing Damage to targets at Rank 3. Also the tooltip description omits Ego Damage and just says Crushing.
    - Telekinetic Eruption's Ego stat buff is behaving weirdly. It does not always grant a flat 20 stat points to Ego and appears to bug out entirely if you try to refresh the existing buff by fully charging Telekinetic Eruption again.
    - Telekinetic Lance's rupture damage has fallen sharply. (22k on LIVE compared to 13k on PTS, identical set up). I'm assuming something is wrong with the rupture.


    Suggestions:
    - Lower the volume of Ego Leech's SFX to make the sound less irritating if it has to play for the full 15 seconds. On LIVE it plays once initially and then fades.
    - Consider using Telekinetic Assault's casting pose for Telekinetic Barrage.
    - Consider using a different, perhaps more threatening 'shapes' (spikes, psionic shards, spinning circular blades etc) instead of the generic flying blades for Telekinetic Barrage. (Telekinetic Shards were pretty interesting to see, more options like that would be nice).
    - In future (if not possible with this change) add a weapons system for TK Lance, so we can utilize different skins instead of the basic lance.
    - Add an innate Repel to Telekinetic Barrage. Repel works up to 50ft range, beyond 50ft range does not repel enemies.
    - Increase the visual effect that Telekinetic Barrage has when casting initially, to have some sort of emanation point as to where the flying barrage is originating from. Something like this would do nicely (the visible circle in front of the hands):
    - Increase the base damage of Telekinetic Assault to still make it a useful DPS power. Removal of the escalating formula has very much tanked this powers DPS capability and there is literally no other ranged TK power which comes close to compensating for this. I am not asking for the escalating formula to be re-applied but I think there needs to be a buff implemented for this powers damage to not be so poor afterwards. (3.2k per tick at best on LIVE vs 1.9k per tick at best on PTS, identical set up (with Stress x4.) Not asking for a massive increase to the base damage but maybe like...a few hundred point of damage?
    - Following on from the above suggestion, Telekinetic Barrage's damage seems to be fine where it is, but TK Assault should have slightly higher damage as it is single target.



    Unmentioned Buffs/Positive changes:

    - Ego Form now grants a considerable energy return when user is struck by Ego Damage.
    - ID Mastery now grants a sizable resistance to Ego Damage as well as All Damage Resist (similar to Ego Form)
    - Mind Wipe now has a unique icon.


    So Nimble Mind now applies a 2% increase to critically strike (Crit chance) per stack of Ego Leech. This nets you at best a total of 10% crit chance increase, whilst this is a huge change (which will require retcon tokens IMO). It's not one I'm overly sad to see happen. The next task is to venture out and find other active offensives which work well, which isn't difficult to do IMO.
    Post edited by theravenforce on
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    patternwalkerpatternwalker Posts: 167 Arc User
    Suggestion:

    Mental Discipline: I agree with the earlier posters. Please keep both ranged and melee Ego damage buffs the same for this power. There are so many barriers to mixing melee and ranged powers in this game already, don't add another. Can't we have it increase all Ego damage (melee and ranged) with a smaller buff to other types of damage?

    Also, Focus scaling with DEX is problematic. Given the need for EGO superstat with mentalist attacks, the need for REC to effectively use Telekinetic Reverberation, and now the need for DEX for Mental Discipline, there is little wiggle room for superstats for a Freeform telekinetic blades player. Please allow more diversity in builds by having Mental Discipline's buff scale with EGO, or two stats, whichever is higher, like Concentration.

    I agree that the Disciple AT needs additional power choices. I would like to see something as an alternative to Ego Blade Annihilation. Please keep Ego Choke as a choice as well, so those who'd picked it for theme can keep it.
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    aesicaaesica Posts: 2,537 Arc User
    avianos said:

    This change made Mental Discipline form for MELEE TK

    Why would you want to make it range toggle?​​

    To clarify, I mean that the TK melee set should count as ranged for the purposes of building and receiving benefit from form stacks. As in, the larger, ranged bonus on concentration would apply to TK blade damage, TK blade abilities could build concentration stacks, etc. Note that tweaks may be needed so that completing a full combo of Ego Weaponry would count as toward building stacks. EBB, EBA and EBF would work just fine since they can already be charged/maintained halfway.

    This allows for Mental Discipline to function just like Concentration and boost/build from all powers in the set equally, not just half of them. It also allows people to make a proper choice between the aesthetics of dual id blades vs just a single ego blade without having to give up a valuable aura slot--something they don't have to do for dual id blades on live.
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
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    theravenforcetheravenforce Posts: 7,065 Arc User
    edited June 2017
    Melee Telekinesis Observations

    Bugs:

    - Stress can now stack past the previously intended cap of 4. Two users from different sources (Mental Storm and Ego Weaponry) can hit 8 stacks of Stress on a single target.
    - Ego Weaponry's Stress application advantage seems to also affect Siphoning Strikes. I selected Rank 2 + SS and I am still able to apply Stress.



    Suggestions:

    - Move the ability to apply Stress from Ego Weaponry to Ego Blade Breach and put that in, in place of the Stun. Move the stun out of this power and back to an advantage. It isn't really necessary to be an innate part of the power and does not make up for removing the potent stacking debuff it once provided.
    -
    - As others have said, the almost forced requirement for TK Melee to be squishy is kind of bad when compared to other melee sets. Dual Blades/MA can go "DEX/CON/REC" and obtain good scaling out of Steadfast and it's various forms, good starting energy and a safety net. Whereas Ego Blades cannot go "EGO/CON/REC" without missing out on scaling for its form power, which is ultimately very important. This should change, as it feels more than a little unfair.

    - I think a compromise is in order for Mental Discipline. For a very long time it has allowed for very attractive flexibility. This should not be cut off at the knees with this update. Doing that is honestly bad form. I propose the following for Mental Discipline:


    Mental Discipline - Grants a stack of (Enlightenment/Mental Acuity) for each rank of this power that you have. In addition whenever you directly apply a Mental State you gain a stack of (Enlightenment/Mental Acuity). (Enlightenment/Mental Acuity) stacks up to 8. (Enlightenment/Mental Acuity) scales with Dexterity or Ego whichever is higher. Each stack of (Enlightenment/Mental Acuity) increases your melee damage by XX% and your ranged damage by X%. When you gain a stack of (Enlightenment/Mental Acuity) you gain +XX energy. While this power is on your Energy Costs are increased by 10%.

    This way, TK Melee aren't forced to be less potent by not being able to pick a stat (Ego) which boosts their unique melee. I think that's much better than the current version of Mental Discipline.


    I strongly suspect some of these changes are leading towards Telepathy changes...hopefully for the better lol...
    Post edited by theravenforce on
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Not overly keen. I know that some of the changes are made for consistent handling of damage and energy but..

    1) TK Eruption - what's ID Surge? ID generally refers to melee powers but TK Eruption is a utility power for both ranged and melee. It needs to keep its special advantages for both powersets, otherwise you need to split it out into two versions with advantages according to set.

    2) Ego Reverberation - nope. Why do you need Energy over time when the power set uses mainly charged powers and you're nerfing the maintains? Spike returns of Energy are what the set needs, and it was already difficult enough to keep this set working without adding the need to build on more REC.

    3) TK Assault - this is reducing the power to Skarns Bane levels of uselessness. I don't really understand the obsession with charge/spike powers; increase the pulse width rather than reduce the damage. There has to be some reward for maintaining such a power without defensive bonuses.

    4) The set needs defensive powers more than another attack. Is there a TK AD in the works?
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    aiqaaiqa Posts: 2,620 Arc User
    edited June 2017
    I think powerset review should focus more on convenience. Most of the latest review have left annoying synergy gaps in the sets. Adding some new synergies to sets is nice, but those should be convenient to use at the highest priority.

    Sorcery and Munitions have left with 50 feet utility powers to support 100 feet high tier dps attacks
    Laserswords has to many effects to apply and pay attention to, while also being to restricted what type of character you can make with the set easily (and as such lasersword builds are very rare).

    I haven't tested tk extensively yet, but it doesn't look like the set is very convenient to use. At least you can keep track of the leech stacks better than things like bleed stacks, but since things are still applied by chance it still makes you "fight" the UI a lot.

    CO has historically been good at convenient playstyle which for me has always been a big draw to the game. So I would warn against moving away from that to far.
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    theravenforcetheravenforce Posts: 7,065 Arc User

    Not overly keen. I know that some of the changes are made for consistent handling of damage and energy but..

    1) TK Eruption - what's ID Surge? ID generally refers to melee powers but TK Eruption is a utility power for both ranged and melee. It needs to keep its special advantages for both powersets, otherwise you need to split it out into two versions with advantages according to set.

    2) Ego Reverberation - nope. Why do you need Energy over time when the power set uses mainly charged powers and you're nerfing the maintains? Spike returns of Energy are what the set needs, and it was already difficult enough to keep this set working without adding the need to build on more REC.

    3) TK Assault - this is reducing the power to Skarns Bane levels of uselessness. I don't really understand the obsession with charge/spike powers; increase the pulse width rather than reduce the damage. There has to be some reward for maintaining such a power without defensive bonuses.

    4) The set needs defensive powers more than another attack. Is there a TK AD in the works?

    1) ID Surge refers to the buff of +Ego Stat and % damage increase that it grants. It could have another name "Telekinetic Enhancement" buff for example, but I guess the naming conventions for TK have to be Freudian :tongue:

    2) Actually when looking at this change, I find it to be an okay change in a sense. On LIVE whilst I do gain insane burst energy, this change (for me) has not been too harsh as the energy is more regular than it used to be. I can work in REC for the two TK builds I have, but I completely understand how frustrating this change is for some builds. It wasn't really necessary IMO but it's somewhat workable. (If I am honest, based on previous experience, my expectations when it comes to Cryptic touching anything labelled 'Mentalist' is generally incredibly low, so I am still surprised that this hasn't panned out too badly so far.)

    3) Agreed here. I'm not all that happy with the removal of the escalating formula for TK Assault, as there is literally nothing to support Ranged TK DPS in the same manner that other sets have. It's an incredible nerf and I've posted some suggestions to make this change less severe. Hopefully they'll be listened to.

    4) Master of The Mind was turned into a "super active defensive" but it's an ultimate AD...so aside from that I doubt there's going to be an active defensive created for TK. Would like to see one but I doubt it.
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    aesicaaesica Posts: 2,537 Arc User
    edited June 2017
    Okay, now that I've had some time to digest these powers, here's my thoughts for whatever they're worth:

    Ego Weaponry
    Yay, it's a cone power now. :D The advantages are problematic though. Siphoning Strikes is too expensive for what it does, and Stressed Out (the new one) has a few...other problems.

    At a glance, this looks like it's going to shape up to be exactly like every other melee set that's been revised - weak combos used to build up for some other, stronger power, rinse repeat. Can I humbly ask that you guys explore a different route for this framework? Like flip it around, so that the other powers involve the setup crap and the combo power is the big-damage, feels-good-man "reward" power? It could be an option that exists alongside Ego Blade Annihilation, for those of us who don't want to play the same old build-the-stacks, consume-the-stacks.

    Siphoning Strikes
    This advantage point cost should probably be lowered. At 3 points, it stiffs tanks by preventing them from going past Rank 1 if they want both SS (3) and Challenge (1). This is pretty bad because 1) Siphoning Strikes has a downside of gimping your damage output and 2) They can take other powers, such as Devour Essence or Lifedrain, and rank them all the way up to 3, and take Challenge on top of that. Lowering it to 2 would be better. Lowering it to 1 would be ideal.

    Stressed Out
    The tooltip currently says it doubles its chances of application if the user is affected by Unity.

    Linking the advantage to a particular form in general is...something I'm not a fan of. It limits cross-framework build options. That said, if the idea is to use this to build Stressed stacks to work with other powers in the framework then this effect should probably be baseline, just like shredded or the various dots are for for lightspeed strike, reaper's caress, blade tempest, etc. People shouldn't have to sink advantage points into what's looking like a fairly mandatory feature of this power.

    ---

    Ego Blade Frenzy
    I'm quite pleased to see this changed into a proper PBAoE. Thank you for this! Just one thing:

    Mental Block
    While it's nice to see more escalating-shield powers for those poor, squishy DPS, the whopping 3 point cost is pretty hefty, especially on what looks like a primary AoE DPS power. Consider lowering the cost to 1 so that a squishy DPS player can make proper use of it without gimping their AoE capability. Or lower it to 2 if nothing else, but 3 is pretty bad.

    ---

    Ego Blade Breach
    Err, so yeah, this power's looking pretty unappealing at the moment. Not at all worthy of being a T3 power.

    Thinking along the lines of what I suggested regarding Ego Weaponry, maybe these two powers should switch tiers with one another. This could be the tier-0 gimpy power and Ego Weaponry could become a higher-tier option for those of us who want an option that doesn't involve a consume-the-stacks mechanic. EBB's role could be to apply Stressed 50-100% (based on charge time) and the stun could be moved to Domineering Will.

    ---

    Telekinetic Assault
    Other than its tier level, I'm not sure why the damage was lowered since it was never overpowered to begin with. It might be better to bump this power up a tier or two and create a new tier-0 blast. That said, my thoughts on this power's advantages are similar to those of Ego Weaponry's:

    Stressed Out
    If Stressed is meant to be a core debuff for this framework, this needs to be a baseline effect for Telekinetic Assault, not an advantage.

    Siphoning Strikes
    Pretty much everything I said about the Ego Weaponry version applies here too, so I'll just point up there. ^^

    ---

    Telekinetic Barrage
    It's Star Barrage for another framework--this is pleasing. :D Since I can't think of any actual feedback because it seems fine so far, here's two thumbs up.

    ---

    Telekinetic Shards
    Just a thought rather than a suggestion/bug report, this power further diminishes the usefulness of current Ego Blade Breach's new role as a Ego Leech/Stress refresher. Despite the fingersnap (not a fan) the visual effects also look cooler. Personally, I think it's fine for one power to take on a utility role like this for both the ranged and melee "subsets" in a framework like this.

    ---

    Ego Surge
    While I fully agree with Nimble Mind being changed so this power is no longer the "one AO to rule them all," this new change makes it useless to anyone who isn't using TK powers. People who took this power are going to want retcons, and rightfully so.

    ---

    Mental Discipline
    Using focus makes this feel too much like MA and doesn't really let it bring anything new or noteworthy to the table. It also alienates the ranged powers in this set because Focus is weighted toward melee. Currently, people wanting to play ranged TK will need to fish for a form out-of-set, such as Concentration or Chilled Form.

    As I suggested in a previous post, changing MD into an alternative version of Concentration (one which enables ID blades) would probably be the best way to go. You could even set its stats as "Ego or Presence" so it could be shared with Telepathy next door when we go further down the road and it sees its revision.

    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
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    kaizerin wrote: »
    To clarify: The transform aspect from motm was removed (like replacing your powers), not the FX. As in you still gain a psionic copy of your costume following you around.

    The TK aura was introduced to let players have a way to get the id blade versions without being locked into the passive/form. This is not something that will be replicated to other sets and is very much a special case scenario for tk blades. It also cannot let you have different ranks of the power's fx without having the proper ranks, it's just acting as a switch for the id blades.

    why not? there are ranked versions of the auras that used to be passive/form FX - why can't this one be done the same way?​​
    #LegalizeAwoo
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    aiqaaiqa Posts: 2,620 Arc User

    why not? there are ranked versions of the auras that used to be passive/form FX - why can't this one be done the same way?​​

    The aura is just an alternative to the 0pt advantage. The power vfx just looks if that 0pt adv (or aura) exists, and then uses the dual wield option. To make the aura affect ranks you'd need 6 versions of a single power per rank, so 18 powers internally to just make 1 power work.

    Also, it's not a strange idea that to get r3 vfx on ego blade attacks, you need to rank the actual attacks.
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    aesicaaesica Posts: 2,537 Arc User
    avianos said:

    Concentration... buffing melee

    That's NOT how things are suppose to go​​

    Let's be honest here, the TK framework is:

    1) Trying to run both a melee and ranged path in the same framework, almost (but not quite) to the point it should get split.

    2) TK blades already uses Ego, a stat for ranged powers instead of Strength, a stat for melee powers. Is that "NOT how things are supposed to go?"

    3) What form is ranged TK supposed to use at the moment? Should ranged TK be expected to go out-of-framework to use Chilled Form or Concentration?
    (Hopefully) Useful CO Resources: HeroCreator (character planner), Cosmic Timers/Alert Checklist, Blood Moon Map, Anniversary Cat Map, and more (eventually, anyway).
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    kaiserin#0958 kaiserin Posts: 3,092 Cryptic Developer
    edited June 2017
    .8 minor updates:
    • Made a correction to Ego Blade Annihilation's activation and charge times.
    • Fixed a bug where Telekinetic lance wasn't getting extra damage from Ego leech.
    • Added tooltip to Telekinetic Shield's advantage to state how much lingering resistance it gives.
    • Made it so MotM locks out other ultimates.


    Future updates (likely be on pts Monday)
    • Regret, Dependency and Stress reduced to a cap of 3 (from 4). Values adjusted for new cap.
    • Those debuffs can now be stacked to 3 per player. Previously they had a total cap of 4.
    • Mind break adjusted for new caps.
    • Increased stack chance for Stress on Ego Weaponry's advantage.
    • Ego Blade Breach moved to Tier 2.
    ​​
    Post edited by kaiserin#0958 on
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    riveroceanriverocean Posts: 1,690 Arc User

    Suggestion:
    Also, Focus scaling with DEX is problematic. Given the need for EGO superstat with mentalist attacks, the need for REC to effectively use Telekinetic Reverberation, and now the need for DEX for Mental Discipline, there is little wiggle room for superstats for a Freeform telekinetic blades player. Please allow more diversity in builds by having Mental Discipline's buff scale with EGO, or two stats, whichever is higher, like Concentration.

    As a regular TK player I share this concern. EGO should function within the Mentalist sets the same way as DEX does in the Marital Arts set. Please consider keeping EGO as the primary triggering stat within the Mentalist framework. It should be the key stat for dps and energy return. Just like DEX works for MA.
    aesica said:

    Suggestion:
    Mental Discipline
    Using focus makes this feel too much like MA and doesn't really let it bring anything new or noteworthy to the table. It also alienates the ranged powers in this set because Focus is weighted toward melee. Currently, people wanting to play ranged TK will need to fish for a form out-of-set, such as Concentration or Chilled Form.

    Again a valid point, Telekinesis is a mixed melee-ranged set. I feel like the change to Mental Discipline adversely effects this and makes it hard to stay in set with a ranged TK themed character. Sure a ranged player can pick up Chilled Form instead. But theme wise they shouldn't have too. Again using MA as an example. MA's toggle works seamlessly within it's framework. TK shouldn't lose that utility.

    Suggestion:
    - In future (if not possible with this change) add a weapons system for TK Lance, so we can utilize different skins instead of the basic lance.

    A giant punching TK fist would make me squeal in childish delight!!!

    Subjective Feedback:

    I'm not pleased with the TK Assault changes. If the scaling damage is being removed then the base damage of the power should be increased. It's not like TK Assault was an over-performing power to begin with. Nerfing it's dps now makes it one of the least desirable maintains. And it's never been a popular choice anyway.
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    kaiserin#0958 kaiserin Posts: 3,092 Cryptic Developer
    edited June 2017
    why not? there are ranked versions of the auras that used to be passive/form FX - why can't this one be done the same way?

    Aqa pretty much covered it, but here's a bit of a breakdown on how these things work:
    In the case of single and dual versions of tk blades, there exists two different attacks. So for example there's Ego Blade Annihilation single version and Ego Blade Annihilation dual version. These are two completely different powers as far as the game is concerned.

    These are strung together via a combo (which is why you see two different tooltips when looking at their advanced description) that check to see if you have a specific flag on you and make the switch. In TK's case those 0 point advantages set that flag. All the aura is doing is setting that flag on you.

    If we wanted to do a switch for ranked versions of the fx, there would need to be 3 versions of the single and 3 of the dual for each rank of the power.

    Having the dual and single versions set up this way is already problematic as it leads to a lot of bugs between the different versions of the power.​​
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    spordeliaspordelia Posts: 460 Arc User

    So what about that namesake power, Telekinesis? The one that is more or less useless, and isn't receiving a change?

    Also, as much as I love bubblegum projection, could Maelstrom maybe get a 1pt advantage that made it deal 100% crushing damage, and returned it to rock VFX? It doesn't hurt to keep some thematic of Telekinesis actually using the terrain with your mind, and not just projecting copies of real life objects in a pink glow.

    Suggestion
    Consider giving TK Maelstrom a 1pt adv. that makes it deal pure crushing damage, regaining the old FX.


    Suggestion
    Do something about Telekinesis (power), perhaps make it the Gigabolt of Telekinesis, dealing Ego Damage, but extra Crushing Damage by pulling any nearby objects into the attack.​​

    Agreed. Really, really not feeling the VFX adjustment to TK Maelstrom (and would prefer Crushing dmg to be kept as well, but… ¯\_(ツ)_/¯). Any chance of reverting this (at least the VFX)?

    Telekinesis (power): I like this power. And it’s not that it couldn’t use some love, I just worry that it might be turned into something entirely else. With that said, I could get behind the suggestions (so far!) in this thread for it. :)

    4) The set needs defensive powers more than another attack. Is there a TK AD in the works?

    4) Master of The Mind was turned into a "super active defensive" but it's an ultimate AD...so aside from that I doubt there's going to be an active defensive created for TK. Would like to see one but I doubt it.

    Me three! Personally, I think Reflective Psionic Shield would be GLORIOUS!



    Suggestion
    New Power: Reflective Psionic Shield as an AD or block enhancer for Telekinesis.


    Suggestion
    New Power: Telekinetic Slam
    Lifts a target into the air with your mind and slam them to the ground with violent force, knocking/stunning nearby foes.
    (something like:)
    + Causes Crushing damage to the primary target (% to Ego and Rank).
    + Refreshes all of your stacks of Ego Leech.
    + Applies Stress to the primary target.
    + Higher-ranked enemies suffer direct Ego damage (TK force) instead.
    Advantages:
    Mass Levitation (2): Lifts up to five targets (in a Xft sphere around primary target) and guarantees a Stun on the primary target (chance to Stun on secondary targets).
    Nobody Likes You (2): Knocks back nearby foes instead; chance to Stun.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    spordelia said:


    Me three! Personally, I think Reflective Psionic Shield would be GLORIOUS!

    Honestly, that's what mind link should be.
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    kallethenkallethen Posts: 1,576 Arc User
    @kaizerin

    How about instead of an aura, could single vs. dual blade visuals be tied to power customization instead? Like how some powers have different emanation points? I very much dislike that we have to sacrifice an aura slot for dual-blades.​​
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    kaiserin#0958 kaiserin Posts: 3,092 Cryptic Developer
    edited June 2017
    No, it cannot.
    To clarify: The emanation point system was made for the current ranged powers that use them and can't really be utilized for anything else. This was something I experimented with while trying to find a better way over the 0 point advantages, but ultimately it did not work out.​​
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    theravenforcetheravenforce Posts: 7,065 Arc User
    Um. On pts you can still grab the 0 point advantage on Mental Discipline to get dual blades...same with ID Mastery...am I missing something?
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    flowcytoflowcyto Posts: 12,742 Arc User
    edited June 2017
    avianos said:



    "Telekinetic Burst

    Now has a scaling chance to apply Ego Leech based on charge time. Previously it always applied Ego Leach on tap or charge."

    Was the bug where the powers couldn't trigger concetration fixed?

    afaik, that's been fixed for a while.

    Anyways, the TK changes seem interesting overall. I'm at a family event all weekend, so can't test-pilot stuff, but if there's still any loose ends then I can help when I get back.
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    royalflvshroyalflvsh Posts: 165 Arc User
    Shouldn't Mental Discipline be based on EGO instead of DEX? Why DEX? It seems like it's a reskinning of FotT.

    Also, this change to Ego Blade Breach makes it useless. Refreshes Ego Leach? Pass. Please restore its debuff.

    I've waited years for this TK blades makeover. Kaiserin has noted this necessity publicly. I'd like to see it done right. It should be on par with single blades, shouldn't it? Please don't let me down, Cryptic!
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited June 2017
    Hm. Using night warrior and a single form stack (so no difference in buffs)
    Dragon's Bite: 817-1741 damage twice, refreshes bleeds, applies Rush on full charge. Tier 2 power.
    Ego Blade Breach: 564-1213 damage twice, refreshes ego leech, applies stun on full charge. Tier 3 power.

    The non-damage effects of these powers seem comparable (though Stun on full charge is almost always useless); why the dramatic difference in damage?
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    spinnytopspinnytop Posts: 16,450 Arc User
    Where's Raven?

    Also I'd like everyone to know that the Ego Surge change isn't going to affect me at all ^_^
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    theravenforcetheravenforce Posts: 7,065 Arc User
    edited June 2017
    spinnytop said:

    Where's Raven?

    It's alright spinny...I'm here...







    Ego Surge could possibly do with being buffed to 3% per stack of Ego Leech, as that might be a bit better but I'm not too fussed either way. It's still a useful Active Offensive. ^_^
This discussion has been closed.