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Telepathy Review? Happened Already?

theravenforcetheravenforce Posts: 7,132 Arc User
edited August 2012 in Power Discussion
Hi guys,

I am just wondering if it is true that a TELEPATHY review has already happened?

I asked in Zone and someone told me it happened ages ago...

As an avid lover of all things Telepathy and Force, I was looking up the telepathy powerset and didnt get to see any new powers or notes on Telepathy Framework...

If this powerset STILL has not had a review does anyone know when it will get one?

Next 2 years?
Post edited by theravenforce on

Comments

  • vigilexvigilex Posts: 7 Arc User
    edited August 2012
    Telepathy has not gotten a review. The person in-zone might have been thinking about the Telekinesis review that happened a while ago. If I'm remembering correctly, I don't think Telepathy is even on the list of sets to get a review, although it desperately needs one.
  • lotar295lotar295 Posts: 903 Arc User
    edited August 2012
    I agree,telepathy DESPERATLY needs a review,it needs to be amped up badly.
  • amyjiaamyjia Posts: 242 Arc User
    edited August 2012
    I also would like to see Telepathy get a review. :redface:
  • haleakalahaleakala Posts: 449 Arc User
    edited August 2012
    There was a telepathy review, with the FFA patch:
    1. Ego Blast: Cost decreased ?4%.
    2. Ego Blast: Damage increased ?7%.
    3. Ego Blast: Max Charge Time reduced to 2 seconds, down from 2.5 seconds. Tap cost increased ~3 Energy, cost per charge time decreased ~1 Energy. DPS increased slightly.
    4. Ego Blast: No longer attempts to apply a hold to the target. Instead, now has a chance (based on charge, 100% at full charge) to Disorient the target, reducing the damage they deal by 10% and reducing their movement speed by 20%.
    5. Ego Blast: Now has a 0.5 second activate time, down from 0.67 seconds.
    6. Ego Blast: Rude Awakening (New!) This 1 point advantage causes Ego Blast to deal an additional 15% damage to Sleeping targets.
    7. Ego Placate: Svengali's Guile: Now lasts the same duration as the specific rank of Ego Placate being used, instead of always lasting 10 seconds.
    8. Ego Sleep: Activate time reduced to 0.5 seconds, down from 0.67. Charge time reduced to 1.5 seconds, down from 3 seconds.
    9. Ego Sleep: Maximum radius increased from 9 feet to 15 feet.
    10. Ego Sleep: Maximum targets increased to 7, up from 5.
    11. Ego Sleep: Now Disorients all targets when the Sleep breaks.
    12. Ego Sleep: Strength of the sleep increased and no longer dependent on target Energy level, so it should affect more targets, and also affect them consistently.
    13. Ego Sleep: Tap cost decreased ~5 Energy, full charge cost increased ~6 Energy.
    14. Ego Sleep: Now has access to the Nailed to the Ground advantage.
    15. Ego Sprites: Changed from a point blank 25' sphere to a 50' range 15' sphere. Cost increased ?70% to compensate for range changes.
    16. Ego Sprites: The damage dealt by this power no longer breaks Sleep effects.
    17. Ego Sprites: This power can now stack on a target 2 times.
    18. Ego Sprites: Now properly tagged as a DoT.
    19. Ego Storm: Now applies the new Maintained Paralyze hold, see Hold notes for more details. Due to the increased effectiveness of Holds from this power, you can no longer move while it is active.
    20. Ego Storm: Removed the PBAoEDmg tag, as we are no longer using it.
    21. Ego Storm: Malevolent Manifestation: Now has an icon in the retcon window.
    22. Ego Storm: Malevolent Manifestation: Removed the red floating head.
    23. Ego Storm: Malevolent Manifestation: Updated description to state that it increases the cost of the base power by 20%. This is just a description change.
    24. Empathic Healing: Amount of healing reduced ?20%.
    25. Empathic Healing: Base cost increased ?2 energy per period.
    26. Empathic Healing: No longer interrupted on damage.
    27. Empathic Healing: Now has a 0.5 second activate time, down from 0.67 seconds.
    28. Empathic Healing: Recharge time removed.
    29. Empathic Healing: Removed the line in the description about scaling with Presence, as this is a part of Presence and not specific to this heal.
    30. Empathic Healing: Self heal version now has slight variance, and targeted version variance reduced to the same amount.
    31. Empathic Healing: Empathic Amplification: The duration of the buff provided by this power has been increased to 8 seconds, up from 5 seconds.
    32. Mind Lock: Now requires a full charge to work. Charge time reduced from 1.5 seconds to 1 second.
    33. Mindful Reinforcement: Removed the line in the description about scaling with Presence, as this is a part of Presence and not specific to this heal.
    34. Mindful Reinforcement: This power had a slight error in its costing. This has been corrected, which has resulted in very slight reduction of cost.
    35. Psi Lash: Changed the description to not say "Drain energy" since your target does not lose energy.
    36. Psionic Healing: Now has a 0.5 second activate time, down from 0.6 seconds.
    37. Psionic Healing: This power had a calculation error in the magnitude of its heal. This has been corrected, which has resulted in a ?28% reduction in healing done by this power.
    38. Psionic Healing: Removed the line in the description about scaling with Presence, as this is a part of Presence and not specific to this heal.
    39. Psionic Healing: This power only generates energy on tap now, instead of when charged less than 0.5 seconds.
    40. Psychic Vortex: Damage now scales with your Super Stats. Base damage reduced some to compensate for this, but the net result is a large increase in damage with Super Stats.
    41. Psychic Vortex: Should now want to float where it is summoned, instead of flying around randomly.
    42. Psychic Vortex: The damage dealt by this power at all ranks should now properly report as Psychic Vortex in the combat logs.
    43. Psychic Vortex: Single Minded: Now applies the new Stun hold template, see Hold notes for more details. Chance to Stun increased from 16.6% per period to 25% per period.
    44. Summon Nightmare: Activate time reduced to 1 second, down from 2 seconds.
    45. Summon Nightmare: All critters created by this power should start attacking sooner after being created.
    46. Summon Nightmare: The damage dealt by the Etherhounds lunge has been changed from Piercing to Ego.
    47. Summon Nightmare: The FX for the Larval Horror should display properly on all graphic settings now. Previously, it would sometimes display as a floating ball instead of as a worm.
    48. Telepathic Reverberation: When triggering from hitting an enemy, it now only triggers when using a Telepathy power.
    49. Telepathic Reverberation: Now also triggers when hitting a target affected by Disorient or Confuse (it still allows you to trigger when hitting a Held target).
    50. Telepathic Reverberation: Updated the description to state that the Energy gain scales with your Presence. This is already how the power functioned, this is just a description clarification.
    _________________________________________________

    I been a long time leaving but I'm going to be a long time gone.

    Willie Nelson


    T.U.F.K.A.S. (the user formerly known as Scarlyng)
    Wrong on the CO forums since November, 2008
  • stoopidmestoopidme Posts: 249 Arc User
    edited August 2012
    haleakala wrote: »
    -Snip-

    This guy has it,but once the current rotation of reviews is done we'll probably see a second pass on a few sets just to get them closer to the norm. Telepathy will definitely be getting another look in that batch.
    __________________________________________________

    Brick_McDuggins in game.
  • vigilexvigilex Posts: 7 Arc User
    edited August 2012
    Whup, guess I was wrong! Good to see it's at least better than it was.
  • raighnraighn Posts: 2,339 Arc User
    edited August 2012
    the review that was done when FFA released was done with the balances needed at that time, since then the game has evolved and come to need new balance tweeks for the first powersets to recieve their passes, as these powersets have mostly come to be among the weakest, most undervalued sets available. While each has their own individual strengths and focuses these very same aspects are outshadowed and outclassed by singular abilities in other classes.
    ^-^ cute, cuddly, @Pandabutt ^-^
    jniKqKJ.png
  • theravenforcetheravenforce Posts: 7,132 Arc User
    edited August 2012
    haleakala wrote: »
    There was a telepathy review, with the FFA patch:
    1. Ego Blast: Cost decreased ?4%.
    2. Ego Blast: Damage increased ?7%.
    3. Ego Blast: Max Charge Time reduced to 2 seconds, down from 2.5 seconds. Tap cost increased ~3 Energy, cost per charge time decreased ~1 Energy. DPS increased slightly.
    4. Ego Blast: No longer attempts to apply a hold to the target. Instead, now has a chance (based on charge, 100% at full charge) to Disorient the target, reducing the damage they deal by 10% and reducing their movement speed by 20%.
    5. Ego Blast: Now has a 0.5 second activate time, down from 0.67 seconds.
    6. Ego Blast: Rude Awakening (New!) This 1 point advantage causes Ego Blast to deal an additional 15% damage to Sleeping targets.
    7. Ego Placate: Svengali's Guile: Now lasts the same duration as the specific rank of Ego Placate being used, instead of always lasting 10 seconds.
    8. Ego Sleep: Activate time reduced to 0.5 seconds, down from 0.67. Charge time reduced to 1.5 seconds, down from 3 seconds.
    9. Ego Sleep: Maximum radius increased from 9 feet to 15 feet.
    10. Ego Sleep: Maximum targets increased to 7, up from 5.
    11. Ego Sleep: Now Disorients all targets when the Sleep breaks.
    12. Ego Sleep: Strength of the sleep increased and no longer dependent on target Energy level, so it should affect more targets, and also affect them consistently.
    13. Ego Sleep: Tap cost decreased ~5 Energy, full charge cost increased ~6 Energy.
    14. Ego Sleep: Now has access to the Nailed to the Ground advantage.
    15. Ego Sprites: Changed from a point blank 25' sphere to a 50' range 15' sphere. Cost increased ?70% to compensate for range changes.
    16. Ego Sprites: The damage dealt by this power no longer breaks Sleep effects.
    17. Ego Sprites: This power can now stack on a target 2 times.
    18. Ego Sprites: Now properly tagged as a DoT.
    19. Ego Storm: Now applies the new Maintained Paralyze hold, see Hold notes for more details. Due to the increased effectiveness of Holds from this power, you can no longer move while it is active.
    20. Ego Storm: Removed the PBAoEDmg tag, as we are no longer using it.
    21. Ego Storm: Malevolent Manifestation: Now has an icon in the retcon window.
    22. Ego Storm: Malevolent Manifestation: Removed the red floating head.
    23. Ego Storm: Malevolent Manifestation: Updated description to state that it increases the cost of the base power by 20%. This is just a description change.
    24. Empathic Healing: Amount of healing reduced ?20%.
    25. Empathic Healing: Base cost increased ?2 energy per period.
    26. Empathic Healing: No longer interrupted on damage.
    27. Empathic Healing: Now has a 0.5 second activate time, down from 0.67 seconds.
    28. Empathic Healing: Recharge time removed.
    29. Empathic Healing: Removed the line in the description about scaling with Presence, as this is a part of Presence and not specific to this heal.
    30. Empathic Healing: Self heal version now has slight variance, and targeted version variance reduced to the same amount.
    31. Empathic Healing: Empathic Amplification: The duration of the buff provided by this power has been increased to 8 seconds, up from 5 seconds.
    32. Mind Lock: Now requires a full charge to work. Charge time reduced from 1.5 seconds to 1 second.
    33. Mindful Reinforcement: Removed the line in the description about scaling with Presence, as this is a part of Presence and not specific to this heal.
    34. Mindful Reinforcement: This power had a slight error in its costing. This has been corrected, which has resulted in very slight reduction of cost.
    35. Psi Lash: Changed the description to not say "Drain energy" since your target does not lose energy.
    36. Psionic Healing: Now has a 0.5 second activate time, down from 0.6 seconds.
    37. Psionic Healing: This power had a calculation error in the magnitude of its heal. This has been corrected, which has resulted in a ?28% reduction in healing done by this power.
    38. Psionic Healing: Removed the line in the description about scaling with Presence, as this is a part of Presence and not specific to this heal.
    39. Psionic Healing: This power only generates energy on tap now, instead of when charged less than 0.5 seconds.
    40. Psychic Vortex: Damage now scales with your Super Stats. Base damage reduced some to compensate for this, but the net result is a large increase in damage with Super Stats.
    41. Psychic Vortex: Should now want to float where it is summoned, instead of flying around randomly.
    42. Psychic Vortex: The damage dealt by this power at all ranks should now properly report as Psychic Vortex in the combat logs.
    43. Psychic Vortex: Single Minded: Now applies the new Stun hold template, see Hold notes for more details. Chance to Stun increased from 16.6% per period to 25% per period.
    44. Summon Nightmare: Activate time reduced to 1 second, down from 2 seconds.
    45. Summon Nightmare: All critters created by this power should start attacking sooner after being created.
    46. Summon Nightmare: The damage dealt by the Etherhounds lunge has been changed from Piercing to Ego.
    47. Summon Nightmare: The FX for the Larval Horror should display properly on all graphic settings now. Previously, it would sometimes display as a floating ball instead of as a worm.
    48. Telepathic Reverberation: When triggering from hitting an enemy, it now only triggers when using a Telepathy power.
    49. Telepathic Reverberation: Now also triggers when hitting a target affected by Disorient or Confuse (it still allows you to trigger when hitting a Held target).
    50. Telepathic Reverberation: Updated the description to state that the Energy gain scales with your Presence. This is already how the power functioned, this is just a description clarification.

    I could well be wrong but by looking at this list I see quite a lot of nerfs, Then add that to the On Alert Nerfs which killed alot of this Powerset with Crowd Control being one of its support type mechanics, and having that blown to bits and having its one of its iconic powers Ego Storm nerfed so hard you have to build around holds to make it work decently, a vast majority of players even without Ego Super Stated for breakfree dmg increase can laugh off this "incapaciate" The only thing that it incapacitates is the player ?.?.

    As for "buffs", these were necessary for FFA release and The Mind AT to "work". As for an actual review as others on this thread have said, there has infact been none which is horrifyingly dissapointing to say the least.

    I also noted that Vigilex said that its not EVEN on the list for powersets that need a review...I don't even know what to say about that...

    The Mind AT does the least damage out of all the Support AT's, it previously did better healing than Inventor, but with the Medical nanites buff and the introduction of the Radiant AT, it is very possible it does the least healing when compared to the Inventor and is severely outclassed and outshined by Radiant AT.

    There seems to be a trend that older AT's are being outshined by newer AT's by a large margin of difference, e.g. I have been told that the new AT in testing (I realise this is subject to change) does the Specialist Job x10 better than it could ever hope to.

    Oh well....

    I want to thank all who commented and those who may continue to do so for you answers and clarifications.
  • haleakalahaleakala Posts: 449 Arc User
    edited August 2012
    I could well be wrong - snip -

    My post was intended only to answer your original question as to whether a telepathy review had already occurred. The sheer number of changes to the set with FFA is comparable to that shown for Power Armor in what is afaik the latest review. Liking the telepathy review is another matter I chose not to touch on.
    _________________________________________________

    I been a long time leaving but I'm going to be a long time gone.

    Willie Nelson


    T.U.F.K.A.S. (the user formerly known as Scarlyng)
    Wrong on the CO forums since November, 2008
  • theapygoostheapygoos Posts: 384 Arc User
    edited August 2012
    one may say that it got its "pass" when FFA went live, as did a great mass of other pwoer sets, however, when the current rotation for reviews is done, telepathy needs to be close to the top of the new rotation, along side might and sorcery
  • gamehobogamehobo Posts: 1,970 Arc User
    edited August 2012
    in the F2P pass it was obvious to me they wanted to nerf the crowd control components and turn telepathy into a damage dealing alternative to telekinesis with heals.


    The result is that it still does worse DPS and worse Heals than other sets and NOW does worse Crowd Control than say Ice..

    There isn't a single aspect of this game that telepathy excels at and with no passive, block nor actives the set will continue to be aimless
  • theravenforcetheravenforce Posts: 7,132 Arc User
    edited August 2012
    gamehobo wrote: »
    in the F2P pass it was obvious to me they wanted to nerf the crowd control components and turn telepathy into a damage dealing alternative to telekinesis with heals.


    The result is that it still does worse DPS and worse Heals than other sets and NOW does worse Crowd Control than say Ice..

    There isn't a single aspect of this game that telepathy excels at and with no passive, block nor actives the set will continue to be aimless

    /Agreed :mad:
  • lerukaleruka Posts: 0 Arc User
    edited August 2012
    It's funny considering at release Telepathy was one of the better power sets. My first character was originally a mixture of Telekinesis, Telepathy and Darkness with Endurance / Presence SS, I used the Shadow Form though back than. With Ego Sprites, Life Drain, Mindful Reinforcement, EBB, and Ego Storm I was a beast.
  • theravenforcetheravenforce Posts: 7,132 Arc User
    edited August 2012
    leruka wrote: »
    It's funny considering at release Telepathy was one of the better power sets. My first character was originally a mixture of Telekinesis, Telepathy and Darkness with Endurance / Presence SS, I used the Shadow Form though back than. With Ego Sprites, Life Drain, Mindful Reinforcement, EBB, and Ego Storm I was a beast.

    Even though I only came in with the F2P generation, I remember reading about how powerfully it was nerfed from glory with the Telepath: A History of Nerf done by gamehobo

    It is a big shame, I hope a dev who is intrested in Telepaths and telepathic playstyle is introduced to work on this powerset and give it the gratification and status it deserves.
  • nordveignordveig Posts: 132 Arc User
    edited August 2012
    gamehobo wrote: »
    in the F2P pass it was obvious to me they wanted to nerf the crowd control components and turn telepathy into a damage dealing alternative to telekinesis with heals.

    Serioulsy? I always thought that empathic healing was an insane healing power. It has always been very difficult to kill my mind AT.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited August 2012
    nordveig wrote: »
    Serioulsy? I always thought that empathic healing was an insane healing power. It has always been very difficult to kill my mind AT.

    Telepathy heals (for healers) are worthless while celestial is in existence. The Empathic Healing is only really effective when used as a self heal not for healing teams.
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