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  • blumoon8blumoon8 Posts: 430 Arc User
    edited September 2012
    I agree with Chal. I messed with it a bit and I wanted the debuffs to stack but everything is on cooldown half the time, its more standing than anything else. This is just me purely using the new skills, nothing more to fill in that time so maybe that's my bad.

    Also I'm a little disappointed that the DoT buff is only ego. This is the first passive of its kind to roll around and its only buffing ego DoT's. I understand why, because it can make other powers OP but one must remember this passive isn't an overall damage boost. This only boosts DoTs. My two cents anyways. (Unless of course I've misunderstood the passive then completely ignore all of this :P)

    ALSO ALSO... Master of Mind lists something called "Mental Artillery" or somesuch in the skills that it boosts and uses. What does this mean? Another skill on the way! Yaaaay! At least I hope so and am not reading too much into anything ._.

    I say stuff and I say things, sometimes together but only when I'm feeling adventurous.

    I'm @blu8 in game! :D
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    blumoon8 wrote: »
    I agree with Chal. I messed with it a bit and I wanted the debuffs to stack but everything is on cooldown half the time, its more standing than anything else. This is just me purely using the new skills, nothing more to fill in that time so maybe that's my bad.

    Also I'm a little disappointed that the DoT buff is only ego. This is the first passive of its kind to roll around and its only buffing ego DoT's. I understand why, because it can make other powers OP but one must remember this passive isn't an overall damage boost. This only boosts DoTs. My two cents anyways. (Unless of course I've misunderstood the passive then completely ignore all of this :P)

    ALSO ALSO... Master of Mind lists something called "Mental Artillery" or somesuch in the skills that it boosts and uses. What does this mean? Another skill on the way! Yaaaay! At least I hope so and am not reading too much into anything ._.

    Mental Artillery is Psimons super form powers!! jks I wish xP

    It is a naming oversight nothing more.
  • blumoon8blumoon8 Posts: 430 Arc User
    edited September 2012
    Mental Artillery is Psimons super form powers!! jks I wish xP

    It is a naming oversight nothing more.

    Nuuu!! Mah hopez and dreamz!! </3

    I say stuff and I say things, sometimes together but only when I'm feeling adventurous.

    I'm @blu8 in game! :D
  • xenosinfinityxxenosinfinityx Posts: 42 Arc User
    edited September 2012
    MAJOR BUG ALERT
    [Combat (Self)] Your Psychic Vortex deals 157 (150) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Manifestation of Ego, Restoration gives 204 Health Points to you with Manifestation of Ego, Restoration.

    [Combat (Self)] Teleios Clone Mark II gives 239 Health Points to you with Sentinel Mastery.

    [Combat (Self)] Your Mental Leech deals 91 (87) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Manifestation of Ego, Restoration gives 191 Health Points to you with Manifestation of Ego, Restoration.

    [Combat (Self)] Your Mind Break deals 1434 (1309) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Mind Break deals 637 (582) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Mind Break deals 1317 (1203) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Mental Storm deals 264 (241) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Mindbreak gives 1984 Health Points to Teleios Clone Mark II.


    If you can't guess, that means that Mindbreak with Dependancy HEALED THE MOB. Not only that, but the attack did enough damage to kill it outright, BRINGING IT BACK FROM THE DEAD.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    MAJOR BUG ALERT
    [Combat (Self)] Your Psychic Vortex deals 157 (150) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Manifestation of Ego, Restoration gives 204 Health Points to you with Manifestation of Ego, Restoration.

    [Combat (Self)] Teleios Clone Mark II gives 239 Health Points to you with Sentinel Mastery.

    [Combat (Self)] Your Mental Leech deals 91 (87) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Manifestation of Ego, Restoration gives 191 Health Points to you with Manifestation of Ego, Restoration.

    [Combat (Self)] Your Mind Break deals 1434 (1309) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Mind Break deals 637 (582) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Mind Break deals 1317 (1203) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Mental Storm deals 264 (241) Ego Damage to Teleios Clone Mark II.

    [Combat (Self)] Your Mindbreak gives 1984 Health Points to Teleios Clone Mark II.


    If you can't guess, that means that Mindbreak with Dependancy HEALED THE MOB. Not only that, but the attack did enough damage to kill it outright, BRINGING IT BACK FROM THE DEAD.

    This also happens in combat (PvP) as well, thereby making Mental leech an indirect heal/rez enemy power on detonation using Mind Break. Its hilarious if you didnt mean to kill the person but rather irritating when you are attaking multiple holographic enemies in Danger Room and you AoE heal them for 10k simultaneously >_>
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    blumoon8 wrote: »
    I agree with Chal. I messed with it a bit and I wanted the debuffs to stack but everything is on cooldown half the time, its more standing than anything else. This is just me purely using the new skills, nothing more to fill in that time so maybe that's my bad.

    Also I'm a little disappointed that the DoT buff is only ego. This is the first passive of its kind to roll around and its only buffing ego DoT's. I understand why, because it can make other powers OP but one must remember this passive isn't an overall damage boost. This only boosts DoTs. My two cents anyways. (Unless of course I've misunderstood the passive then completely ignore all of this :P)

    ALSO ALSO... Master of Mind lists something called "Mental Artillery" or somesuch in the skills that it boosts and uses. What does this mean? Another skill on the way! Yaaaay! At least I hope so and am not reading too much into anything ._.

    I think that solely boosting Ego DoT is fantastic, it really limits the exploitation (if any) that can be done by this passive, so it doesnt become infernals best friend and we start seeing horrific infernal DoT beasts, as you pointed out, also as a telepathy passive it is great as it seems the new age of telepathy damage is gradual wearing down of an opponents psyche and will. I think in addition however it should boost Ego Damage, as currently (nor do I see anymore) there are only 4 DoT powers in Telepathy including the new powers and using a passive only boosting 4 of your powers isnt that great.

    I cannot remember if CoS (Congress of Selves) boost Ego Damage resistance, I am inclined to think that it does. Actually yes I think it does, perhaps if some base line all dmg resist, obviously not too high but perhaps in a similar vein to Id Blades all dmg resist mechanic was worked in OR if some dodge/avoid mechanic (small but a little higher than Night Warrior AT) which will work thematically as you read the minds of your opponents and better defend yourself and have that scale along with your primary SS.

    I'm still a bit iffy on the name Congress of Selves and I prefer the name Mind Reader or Collective Psyche or something more in a psychic vein, but meh. I'm not THAT bothered about it, I am still getting over the fact that telepathy is getting a look in :biggrin::biggrin:
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    I'm still not sold, mostly because the set is so point intensive that I've been hard pressed to squeeze much else in, if I don't want to just cherry pick. The "it buffs dots" thing makes cherry picking even harder.

    I think I agree with you in a sense here, I think adding a buff to Ego Damage as well as some all dmg resist OR dodge/avoid (a little higher than Night Warrior) mechanic, needs to be added for some flexibility and defense.

    Odd idea here: Since it is a support passive..can it function that is gives a dodge and avoid rating to all allies in a 70ft sphere or something? Obviously this would have to be smaller than what it gives to you but to really encompass support aspect, could this be done?



    Oh, by recharge I mean to full energy. This set just outright sips energy, even without int as a SS. I mean, I guess that'd make the int "fire your energy builder to nuke your cooldown" specialization useful, but still. Nothing is more lame than sitting there firing an energy builder with full energy because you've got nothing better to do.


    Yes there is xD. Try Ego Sleeping them and using Ego Sprites with it and watch your targets age xD.
    On the bright side, it's not like you need rec. int/pre/end sub ego could be viable, but still. Bucket full of energy, lower costs, on stuff that's all cooldowns all the time? I dunno, the set just isn't clicking for me. Truthfully, I'm rather disappointed.

    It does seem odd at first but I must say the mechanics do work very well. Powers wise..Telepathy still lacks an Active Defensive, a Block and of more thematic importance a paralyze! :eek:. Also Slipped your Mind needs a rename to either Mind Wipe or Psychic Cloak
  • ashensnowashensnow Posts: 2,048 Arc User
    edited September 2012
    AGREED!

    BUT!

    Change the stats. Make it PRE, Ego and Int.

    Mind needs a major update. Support Heals and Pets are covered by Radiant and Inventor. and each one has their respective form (Compassion and Concentration). Mind needs Manipulator and these new powers.

    The NEW MIND AT (Should be renamed The Psychic or The Psyche AT)

    1 - Psi Lash

    1 - Mind Break or Ego Blast

    6 - Shadow of Doubt

    8 - Congress of Selves

    11 - Empathic Healing or Psionic Healing

    14 - Manipulator

    17 - Ego Sleep or Ego Hold (for whoever uses this Ego hold power)

    21 - Psionic Reflection Shield or Mental Shield (my suggested idea)

    25 - Mental Leech

    30 - Mental Storm or Summon Nightmare

    35 - Ego Storm or Slipped Your Mind (Mind Wipe/Psychic Cloak)

    40 - Mindful Reinforcement or Master of the Mind


    Needs to be done IMO. Since telepathy is getting an over haul why not fix it's underperforming AT as well?

    The spec progression should stay the same, except for starting progression unless stats change ofc, and cooldowns on DoTs need to be reduced or add an innate to support role which decreases cooldowns based on PRE or something.

    If they made these changes I would hope for some sort of compensation for the loss of my favorite AT character as he would be immediately deleted.

    I fully support the idea of a new AT, perhaps using your suggested build.

    I don't like the idea of ruining existing characters.

    'Caine, miss you bud. Fly high.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012
    Bug:
    Sonic Arrow, Wall of Ice, Tazer Arrow, Backhand Chop, Ego Placate, Vengeance/Condemn (Redemption Denied Advantage), Hex of Suffering (Rune of Lethargy advantage), Ego Blade Breech (Domineering Will), Storm of Arrows (Achilles Heel Advantage), Ice Burst (Freeze Dirtbag Advantage) and Rebuke (Admonish Advantage) do not proc a stack of Manipulator.

    Bug:
    Mighty Leap causes a stack of Manipulator even at point blank range


    The stacking mechanic of manipulator should have the same internal cooldown between buffs as the others, however I still feel it should keep its longer 1 minute duration. For INT controllers a shorter duration works well, but for PRE controllers they still have a longer distance between control abilities (Specifically paralyzes and incapacitates).


    Bug:
    Audacity Stacks on Quarry do not require ranking up the power to get the maximum benefit (Rank one grants the same amount of INT/EGO as rank 3). The tooltip states otherwise.


    - -
    ashensnow wrote: »
    I don't like the idea of ruining existing characters.

    I'm afraid of this as well. Amyjia (one Mind I remember from PvP) really liked the mind build.

    Who's to say we don't get TWO new Archetypes (like the Fist and the Master) to focus on the other sides of telepathy.

    - -

    Ok. It's Sunday and I wanted to post my final round of Game Mechanics for Gentleman Crush and ask a few questions as well.

    First and foremost is the passive. I notice an increase in damage for All Ego powers (not just DoT) Meaning the tool-tip could/should be updated.

    Congress of Selves - Used in Support or Hybrid.
    Major Damage: +Ego damage
    Minor Damage: +Penetration to all Ego DoT
    Minor Defense: +Ego Damage Resistance
    Special Ability: Cost Discount on all Ego Powers, Additional Energy when hit by Ego Powers.

    While the above is GREAT against other mentalists. It leaves MUCH to be desired for general game defenses. Also because the passive is now in Support/Hybrid role, the special ability of Energy maintenence is particularly not useful (Especially because many players who choose it will already be stacking INT).

    I suggest the Defense and Special ability be updated, specifically to increase the defensive capability of the passive.

    Congress of Selves - Used in Support or Hybrid.
    Major Damage: +Ego damage
    Minor Damage: +Penetration to all Ego DoT
    Minor Defense: +Hold Resistance

    For the Special Ability I'm going through ideas of how to add defensive capability:


    Special Ability A:
    Each time you use a Damage ability on a target your Mind Reading will begin tracking the enemy and will Lock On after 3 seconds. The tracking provided by Lock On makes you aware of incoming attacks from those targets, granting you (Damage Resistance or Dodge Chance) to their attacks. This Resistane scales with your Super Stats.

    Special Ability B:
    + Agression Stealth (opposite of Darkness' Perception Stealth)

    Special Ability C: (requires lowering Ego damage bonus)
    Every time you root, hold, confuse, incapacitate or paralyze an enemy, you receive a stack of Audacity and refresh the duration of all stacks of Audacity on your. Audacity is a short duration buff increases your Intelligence and Ego by a percentage of your Intelligence. This effect can stack up to 3 times.


    Because DoTs function so poorly in PvP without a heal blocker, I ask for a 2pt Advantage "Conditioning" that provides a 50% buff to Control powers and procs "Trauma" to held targets

    - -

    Shadow of Doubt still has very low damage numbers compared to its peers AND it's single target AND it has 50 ft range. Something HAS to be done to bring this up to par. I would love it to be an AoE like mental leech, but it'd also be greet if the single target DoT was much greater with 100ft range.

    - -

    Mental Storm is a GREAT power but it feels too cheap in terms of cost. ALSO Vulnerability, Wither, and Trapped and Sentinel Mastery specializatoins all work on Paralyzes and not all on stuns.

    I feel the power should function as an Ranged AoE Paralyze with damage over time. The longer cast time is more in line with Ego Storms rather long cast time. Then add a two point advantage that turns the power into a click activation (much like Malevolent Manifestation). While I love stuns for PvP, there is already TK Maelstrom that provides an AoE Stun with Ego damage and I don't feel that needs to be duplicated. This change would make Mental Storm the only paralyze that can be activated on click (with the advantage).

    - -

    For all the debuffs that come from the DoT powers (Dependency, Regret, Stress AND Slave Mentality) the proc is now happening when the power ends. The powers all have varying durations making the stacking mechanic much harder to time. I suggest making all of these debuffs work after the target is affected by the proc for 6 seconds.

    - -

    Finally, switch Sentry Mastery with Overseer Mastery

    If you're a Tank you want healing done to you to be more effective below 20% (especially to yourself). As a squishy.. if you get to 20% health you're already dead. Very few times will you have the chance to use this. As a tank you have time to save yourself (or others) that are below 20% health.

    Then if you ARE playing a squishier and someone surprises you with a big attack (one that you survive) then having a stun proc on your aggressor(s) will go a long way toward saving your tail.

    ALSO for the MIND archetype their high PRE values will heal much better making much better use of the Current Overseer Mastery. for the "BRAIN" Archetype their INT will be high and not have much PRE.. Giving them the stun (Especially if it can be affected by Cooldown Reduction) is much better suited to making use of this mastery. BOTH still would have access to Sentinel Mastery (that procs on holds as well).

    - -

    QUESTION: Do the Telepathy DoT's provide break damage to mez types that are not sleep? I see they do break confuses, but confuses are still working on the old hold system so the server may not be searching for this hold type when calculating the remaining other hold strength.

    QUESTION: Are there going to be fx updates to the powers? I am still crossing my fingers for a "brain-waves" effect for Congress of Selves.

    QUESTION: Will this update be waiting for a story related content (like Nighthawk) before it goes live? I really hope not, because I'm chomping at the bit to finally have a telepath worth playing! Still have the AT to test and a few adjustments, but I'm super pumped.

    QUESTION: Will the new summons be receive UI updates to work in the pets window instead of the powers tray? The advantages portion of this passive is intense on cost.. I really think these advantages should go into the base power and apply to all four manifestations of that particular type. The versatility of these powers is great but the cost is just too high (and I haven't really studied the END scaling yet). Once these have pet tray UI I will be more able to test them.. unfortunately as they are I really am no good for it. One thing i CAN say is that I'm glad that they congruently do not have the ability to buff any of the same aspects. kudos
  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited September 2012
    I think that solely boosting Ego DoT is fantastic, it really limits the exploitation (if any) that can be done by this passive, so it doesnt become infernals best friend and we start seeing horrific infernal DoT beasts

    My problem with this, though, is freeform. It's the only passive I can think of that has literally *no* use outside of its own set. That's not FF friendly.
    I think I agree with you in a sense here, I think adding a buff to Ego Damage as well as some all dmg resist OR dodge/avoid (a little higher than Night Warrior) mechanic, needs to be added for some flexibility and defense.

    Odd idea here: Since it is a support passive..can it function that is gives a dodge and avoid rating to all allies in a 70ft sphere or something? Obviously this would have to be smaller than what it gives to you but to really encompass support aspect, could this be done?

    Dodge/avoid would be cool, as would a bit of general durability. "mind over matter", you know? A baby IDF built in would be fun.
    Yes there is xD. Try Ego Sleeping them and using Ego Sprites with it and watch your targets age xD.

    Fair point. Hell, I even considered doing this as an add-on to the ego set, just for more to do. What it got down to is "ok, cool, now I'm watching them die and adding 2 more dot stacks, and can't even energy build anymore". It just feels disjointed, this actually makes the standing there aspect of these powers even more severe. Bad design.
    It does seem odd at first but I must say the mechanics do work very well. Powers wise..Telepathy still lacks an Active Defensive, a Block and of more thematic importance a paralyze! :eek:. Also Slipped your Mind needs a rename to either Mind Wipe or Psychic Cloak

    Agreed on the paralyze, active, block, and name.

    Ugh, I hate to use this game as an example, but look at the DK and Summoner dudes from that other fantasy game. They dot, and their dots are readily available.

    My biggest issue with this set is I foresee a lot of dot applying, then the rest of your team killing your target before you can break the dots. Something that builds up this slow doesn't fit the fast pace of CO. It almost feels more like an evercrack powerset, some game that doesn't have you mass-murdering dozens of mobs in 5-6 seconds. Literally, the only thing I can see this currently helping with is gravitar/alerts. The cooldown length exacerbates the problem.

    I don't wanna be rude, but the set as it stands has an extra sleep power that it applies to the person playing it.
    In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
    dbnzfo.png
    RIP Caine
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    Just a few ideas...first is an advantage on passive for cosmetic effects. Second is a Block, Third is a paralyze and fouth is an active offensive, fifth is an active defensive and final one is just wishful thinking :tongue:

    1 - 0 Point Advantage - Psychic Manifenstation - You are a powerful psychic, and you wear your manifestation of psychic power proud and bright for all to see.
    + Zero point advantage. Purely cosmetic like AoRP's Runic Glow.
    + Allows for customisation of it in Tailor. Colours etc
    (( For this advantage I am thinking more X-Men, Emma Frost/Psylocke type of Psychic Manifestations and perhaps similar to AoAC's aura emation effect))

    I'd like this to be a zero point advantage on the Passive please, it would allow people to customize the FX from a small list of FX options in tailor.

    Now for the block

    2 - Mental Shield

    Mental Shield creates a protective barrier of psychic energy that reduces incoming damage and increases in effictiveness as time goes on. Has a 2% chance to fully Placate attacking enemies (3 max) (20% chance to placate at 10 stacks). Protection increases as block is held. (stacks up to 10 max)
    250% all damage resist (300% to Paranormal) - (Same block dmg resist progression as Eldritch Shield)

    Advantages: Trick of the mind
    This advantage gives your shield a 80% chance to cloud the visual cortex of your enemies, rendering you invisible and untargetable for 10 seconds. However this advantage can only be activated on an application of crippling challenge or when your health falls below 60%. Attacking during this stealthed period will render you visible. Has an internal cooldown of 15 seconds before it can reactivate.

    It would use Ego Blast pose FX and would sort of have astral/psychic tendrils stemming from the forehead.

    Also about breakfree again..alot of the time Ego Blast and Ego Sleep dont work well together at all..one holds the enemy and another destroys the hold entirely, which is not really useful. I am worried that the new mentalist DoT's will destroy any CC someone tries to use in combination because they destroy CC. If they acted like Ego Sprites and didnt break held condition it would be a very good change.

    IF an AT is made using the new telepathic Powers... I vote it uses the above block, has one or two good heals, a CC power like Ego Sleep and have Master of the Mind perhaps as Ultimate.

    Now for a paralyze/pet summon

    3- Mind Control

    Your psychic power allows you to dominate and command your foes for a duration of time. This power causes the targeted enemy to become a friendly pet for a short duration. The power and duration of your mind control scales with your Primary SS. However if your primary stat is EGO/PRE this scaling is greater. Max length that they can be controlled for is 40 seconds.
    Other Champions build up resistance (3 stacks max) to your mind control and can no longer be controlled by you for a short while. Champions are paralyzed for 30 seconds. After your targets outlive their usefulness they take 1000 Ego damage. Breaking out of this control effect early causes your targets to take more Ego damage.

    Advantage: Total Control
    This advantage turns this power into an AoE power but reduces the length of time that subjects remain under your control by 20%. (Max targets 5)

    4 - Psychic Psight - Active Offensive

    By temporarily focusing your psychic energy and forcing your mind to concentrate you can extend your telepathic reach. By doing this all minds within your reach can be accessed and controlled. You enemies minds become like open books to you allowing you to find, target and exploit weak points in their mind. Whilst in this state of extreme concentration, no mind can hide from you. No matter how hard they try.

    +Grants total Stealth Sight
    +Significantly boosts Critical Severity and Critical Chance (Scales with Pre)
    +Boosts all damage and places a healing debuff on all opponents within 150ft of you. Damage boost is higher for mental/telepathic damage.
    +Increases Hold potency
    +Grants a 15% increase to damage resistance for duration of offensive.
    - Standard Active Offensive cooldown
    - After duration is up places a stack Psychic Surge on you. Psychic Surge prevents you from fully charging all of your attacks for a short while (3 seconds).

    5- Sphere of Madness - Active Defensive

    When surrounded by a multitude of unwashed and dangerous foes. You simply emit pulses of strong psychic energy which drives all foes in it's radius totally mad. Crazed foes are unable to target you and are constantly barraged by psychic terrors and illusions driving them more often than not to self harm and inflicting harm on their allies. Some foes become your servants through sheer madness, once they have outlived their usefulness you drive them into a psychotic break, usually killing them...oh well...

    +All foes within a 100ft Radius are driven crazy and gain stacks of Madness. Madness increases the likelihood of random status effects on your targets by 20% per stack and stacks up to 3 times.
    +High chance for targets to become confused and attack themselves and their allies.
    +30% chance for some targets to be affected by Friendly Madness, allowing them to serve you for 40 seconds before killing themselves or breaking free of your control.
    +Grants a 50% damage resistance buff to self and a 20% damage resitance buff to all allies in it's radius.
    - Standard Active Defensive CoolDown
    - Targets can also be affected by Blinding Rage which reduces your ability to attack them effectively giving them 10% higher damage resistance than normal. 40% chance for targets to be affected by Blinding Rage.
    - Other Champions are more resistant to the subliminal psychic waves and instead take 1660 Ego Damage per pulse and are unable to target you for the duration instead of becoming your servants. Other Champions can however still be affected by frequent and random status debuffs and take a 20% defense penetration debuff.

    Advantage - Reverse Psychology
    This advantage allows you to use Blinding Rage to your favour giving you a 10% defense penentration buff for as long as they are affected by Blinding Rage.

    6- Psychic Barrier - AoE Shield/Buff
    When you and your allies are faced with a hoard of foes and with no where to run, You summon great power from the Astral Realm and extend this power into the plane of reality, constructing a large barrier around your allies, which shields all inside it and places a small Heal over Time component on them. No foe can breach this barrier for it's duration.

    +70ft AoE Maintain which lasts for 15 seconds.
    +Absorbs 100% of damage for the duration
    +Unlimited number of allies can be protected
    +Keeps all foes from attacking allies.
    -10 second Cooldown
    -Debuffs all outgoing damage by 30%.

    1 point Advantage - Subliminal Messaging
    Whilst inside your barrier, you and your allies are inspired to fight better than they normally would increasing damage by 15% for a short while. On the other hand foes are drained of Will Power and fight with 15% less strength than they normally would.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    My problem with this, though, is freeform. It's the only passive I can think of that has literally *no* use outside of its own set. That's not FF friendly.

    There are lots of passives which can be used instead. I think this set focused passive is a good think and stops/limits exploitation, but can be used in conjunction with TK powerset as it does boots non DoT Ego Damage as well. Its abit like ID Blades passive, I dont know any other direct paranormal melee damage apart from TK swords.

    Dodge/avoid would be cool, as would a bit of general durability. "mind over matter", you know? A baby IDF built in would be fun.

    :biggrin:
    Fair point. Hell, I even considered doing this as an add-on to the ego set, just for more to do. What it got down to is "ok, cool, now I'm watching them die and adding 2 more dot stacks, and can't even energy build anymore". It just feels disjointed, this actually makes the standing there aspect of these powers even more severe. Bad design.

    I think rather that the cooldowns need to adjusted to suit normal standards or people arent going to be able to stack enough to make marked damage with Mind Break. It does seem to be orientated for INT with cooldowns but even with INT, cooldowns can be troublesome.


    Agreed on the paralyze, active, block, and name.

    Thanks I have posted my ideas again here for all to see xP
    Ugh, I hate to use this game as an example, but look at the DK and Summoner dudes from that other fantasy game. They dot, and their dots are readily available.

    Again this is all down to cooldowns, they need to be reduced to at max 3 secs for cooldown, have 6 sec cooldowns isnt helping anyone.
    My biggest issue with this set is I foresee a lot of dot applying, then the rest of your team killing your target before you can break the dots. Something that builds up this slow doesn't fit the fast pace of CO. It almost feels more like an evercrack powerset, some game that doesn't have you mass-murdering dozens of mobs in 5-6 seconds. Literally, the only thing I can see this currently helping with is gravitar/alerts. The cooldown length exacerbates the problem.

    Very good way to put this. Cooldowns are an issue. CO as you have mentioned is a fast paced game, making new powers which are fantastic imho but still leave Telepaths in the dust compared to their superpowered counter parts seems unfair. I would say remove cooldowns but that would be too much. I think rather reducing all to at most 3 sec cooldown is a balance between overpoweringly fast and brutal DoT and mindnumbingly slow DoT damage.
    I don't wanna be rude, but the set as it stands has an extra sleep power that it applies to the person playing it.

    As a whole Telepathy kind of has this slow effect about it. Think about Mind AT. It has a slow/sluggish set up and fights are quite drawn out, it is one of the only AT's actually which takes a millennia to get the job done xP, don't get me wrong I love it to bits, but generally compared to the speed and fast and hard hitting TK blades style or the fast acting DPS of Electricity or Fire, even tanking skills in Might and Earth provide more speed in battle than Telepathy tends to. This new playstyle to telepathy has the potential to be really good and a fresh and positive start but it feels chained to Cooldowns which nerfs its appeal.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited September 2012
    My biggest issue with this set is I foresee a lot of dot applying, then the rest of your team killing your target before you can break the dots. Something that builds up this slow doesn't fit the fast pace of CO. It almost feels more like an evercrack powerset, some game that doesn't have you mass-murdering dozens of mobs in 5-6 seconds. Literally, the only thing I can see this currently helping with is gravitar/alerts. The cooldown length exacerbates the problem.

    I am a proponent of cooldowns. While these DoTs are decisively weaker than those in infernal they ARE providing a great amount of debuffing. Lessening the cooldowns is a major misstep for balance sake in my opinion.

    To get the maximum effectiveness out of them players with INT are rewarded for their choice in passive by extra DPS more frequently. Players with PRE are rewarded by having the chance to perform Heals in between their stacks without feeling like they have to choose between damage and heals.

    As to it stacking slowly.. I've always said telepathy is still about the holds. It moves slower because the holds act as a force multiplier. This is also why the DoT DPS is much lower than those in infernal. They take MANY more power slots to do what infernal can do in two power slots (pestilence and Epidemic). HOWEVER these are able to be cast whilst the player does other DPS.

    - -

    As to the passive being limited to Ego Damage.. this is SO the right move. EVERY framework should have inner synergy. Electicity has ions; Power armor has congruent toggles with Overdrive. While this passive is made to fit the telepathy's playstyle, it is not the only passive that will do so. PRE telepaths will still find Seraphim VERY useful (it has the same damage bonus to a wider variety of damage types too).

    We cannot tell by the tooltip, but ALL ego damage is being buffed by the passive. I can't tell if it's the high value that Seraphim has or the lower value found in Id Blades buff to ranged damge. Hopefully the UI will be updated in the next patch to show these values.
  • chalupaoffurychalupaoffury Posts: 2,553 Arc User
    edited September 2012
    gamehobo wrote: »
    I am a proponent of cooldowns. While these DoTs are decisively weaker than those in infernal they ARE providing a great amount of debuffing. Lessening the cooldowns is a major misstep for balance sake in my opinion.

    my problem with that is practicality. How long will it take one of these to solo an instance? What kinda help are they, really, in an alert? It's really endgame heavy. Did you try starting one out and running the first few missions? I suggest it, the flaws become apparent.
    To get the maximum effectiveness out of them players with INT are rewarded for their choice in passive by extra DPS more frequently. Players with PRE are rewarded by having the chance to perform Heals in between their stacks without feeling like they have to choose between damage and heals.
    Agreed on that, but consider a shorter cooldown. INT stacking would make em cyclable. Pre stacking makes the aoe heals better and lets tap heals happen during the bit of cooldown. Still viable.
    As to it stacking slowly.. I've always said telepathy is still about the holds. It moves slower because the holds act as a force multiplier. This is also why the DoT DPS is much lower than those in infernal. They take MANY more power slots to do what infernal can do in two power slots (pestilence and Epidemic). HOWEVER these are able to be cast whilst the player does other DPS.

    Realistically, though, in freeform? How many attack powers does your average ff have? I stick to 4 or less. Right now it's 5 *just to stack the dots and rupture*. Add a hold or 2, and a heal? It's the least utility based support in game, as it stands, and you *need* the extra utility to make up for those cooldowns.
    In game, I am @EvilTaco. Happily killing purple gang members since May 2008.
    dbnzfo.png
    RIP Caine
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    my problem with that is practicality. How long will it take one of these to solo an instance? What kinda help are they, really, in an alert? It's really endgame heavy. Did you try starting one out and running the first few missions? I suggest it, the flaws become apparent.

    Running a telepath with controlling aspects will make soloing alot safer imo if you are worried about soloing. But I dont think quickfire telepathy powers is the way to go and turning this into another run of the mill DPS alternative to TK, which telepathy is NOT meant to be. I still think reducing cooldowns is a must have for those who want to run PRE heavy telepaths, granted the cooldowns need to be present but short enough to keep it intresting. But if cooldowns were kept the same that would make these powers quite reliant on INT stacking, which may not be what everyone wants to do. So here I do maintain that cooldowns need to be reduced, perhaps not in a drastic manner but at least to a base of 4-5 seconds, without INT stacking.
    Realistically, though, in freeform? How many attack powers does your average ff have? I stick to 4 or less. Right now it's 5 *just to stack the dots and rupture*. Add a hold or 2, and a heal? It's the least utility based support in game, as it stands, and you *need* the extra utility to make up for those cooldowns.

    I think adding in some new powers (block, paralyze etc) may help to make up for this fact OR if the passive reduced cooldowns innately, but then it would feel as if this passive is having too many things crammed into it to make up for cooldowns.

    I think, this all really depends on playstyle, if your hoping for a Fast DPS Telepath, you're going to obviously use more powers because you simply don't feel it is fast enough. With decent INT around 250 on PTS (yes I am using horrific gear xP) I can get cooldowns to around 2-4 secs per power and I am looking forward to using a control type of telepath and it works very well. I do less standing around than my Mind AT does and it works really well. Increasing the attack powers in telepathy or making old and new synergise and work together better will overall help the set, the powers currently feel too different to the existing one, it seems like a out with the old and in with the new job. While I love what is being done I can see alot of overshadowing happening :/.

    The current powers for telepathy are less "Support Other" and I am so glad about this. The Supporting aspect of telepathy wasnt really that apparent and is constantly outclassed by celestial, there is no point fighting a loosing battle for support. Telepathy should turn it's attention to what it's majority of powers are designed to do, which as Gamehobo said is Control.

    I can see (finally) successful soloing missions with my telepath, without having to Ego Sleep them and rely on the added self aging component of Ego Sprites + Ego Sleep :tongue:
  • gaelyn1gaelyn1 Posts: 193 Arc User
    edited September 2012
    @Cryptic: I'm sad to see telepathic dps powers. Champions need a real controller (and mastermind) gameplay.
    New COX players, and future new players in november, will have a chance to be pissed off by the lack of real support role (as a lot of them were when they tried CO in 2009 and quit to return there). CO is really focused on tank/DPS/ hybrid. Too much.
    It really needs control revision pass and more love to pet masters before november. I'm not sure that more dps powers in the telepathic powerset is what the framework or the game requires.
    But, ok.
  • wesleytansgwesleytansg Posts: 863 Arc User
    edited September 2012
    OK so as the others continue to post abt telepathy, I shall continue to give feedback on the cape glide. The back of the toon still shows through the cape and now the cape lost all it's original colour and is glowing a bright whitish blue. It now shows neither the outer colour nor inner colour of the original cape.
  • ashensnowashensnow Posts: 2,048 Arc User
    edited September 2012
    gamehobo wrote: »
    Who's to say we don't get TWO new Archetypes (like the Fist and the Master) to focus on the other sides of telepathy.

    I think that two ATs for the power set would be a great idea. Actually I think that it would be nice to see such for each set. The Master/Fist set up is a great example of how one set can generate different ATs for multiple playstyles.

    'Caine, miss you bud. Fly high.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    ashensnow wrote: »
    I think that two ATs for the power set would be a great idea. Actually I think that it would be nice to see such for each set. The Master/Fist set up is a great example of how one set can generate different ATs for multiple playstyles.

    Yeah that would be great :smile:

    Hopefully one of them uses my suggested power progression :biggrin:
  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited September 2012
    4 - Psychic Psight - Active Offensive

    By temporarily focusing your psychic energy and forcing your mind to concentrate you can extend your telepathic reach. By doing this all minds within your reach can be accessed and controlled. You enemies minds become like open books to you allowing you to find, target and exploit weak points in their mind. Whilst in this state of extreme concentration, no mind can hide from you. No matter how hard they try.

    +Grants total Stealth Sight
    +Significantly boosts Critical Severity and Critical Chance (Scales with Pre)
    +Boosts all damage and places a healing debuff on all opponents within 150ft of you. Damage boost is higher for mental/telepathic damage.
    +Increases Hold potency
    +Grants a 15% increase to damage resistance for duration of offensive.
    - Standard Active Offensive cooldown
    - After duration is up places a stack Psychic Surge on you. Psychic Surge prevents you from fully charging all of your attacks for a short while (3 seconds).

    This power has way too much, the same goes for all your suggestions, I just don't want to respond to all of them, but first, Healing debuff? Really? Thats totally not OP. Crit chance and severity? Are you folding Ego Surge into this thing? All it needs is:
    +Grants total Stealth Sight
    +Increases hold potency
    +Boosts all damage
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    This power has way too much, the same goes for all your suggestions, I just don't want to respond to all of them, but first, Healing debuff? Really? Thats totally not OP. Crit chance and severity? Are you folding Ego Surge into this thing? All it needs is:
    +Grants total Stealth Sight
    +Increases hold potency
    +Boosts all damage

    I'm not actually sure when debuff to healing came into this power's description..O_o, thanks for pointing it out.

    But my suggestions arent really "too much". It may be infact that since telepathy/mentalist may not be your prefered playstyle you feel it's too much. Granted I do realise that they need tweaking to make them fit in, but that is why they are SUGGESTIONS! I am not demanding they be implemented now, I am suggesting, that is why it is called a suggestion.

    4 - Psychic Psight - Active Offensive

    By temporarily focusing your psychic energy and forcing your mind to concentrate you can extend your telepathic reach. By doing this all minds within your reach can be accessed and controlled. You enemies minds become like open books to you allowing you to find, target and exploit weak points in their mind. Whilst in this state of extreme concentration, no mind can hide from you. No matter how hard they try.

    +Grants total Stealth Sight
    +Boosts all damage. Damage boost is higher for mental/telepathic damage.
    +Increases Hold potency
    - Standard Active Offensive cooldown

    I accept your view on this one but if you can't be bothered to reply to them individually because you feel one is OP or too much dont throw them all in the same bag as it were.
  • theravenforcetheravenforce Posts: 7,148 Arc User
    edited September 2012
    This power has way too much, the same goes for all your suggestions, I just don't want to respond to all of them, but first, Healing debuff? Really? Thats totally not OP. Crit chance and severity? Are you folding Ego Surge into this thing? All it needs is:
    +Grants total Stealth Sight
    +Increases hold potency
    +Boosts all damage

    I am glad you realise that. :biggrin:

    I might put it back in actually...since my above post isnt a fix to my suggestion yet. Seeing as there is a whole passive which cuts your healing powers in half I dont see why there cant be an active offensive for a powerset which has great access to a persons mind not to be able to debuff/slow down their healing powers.
  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited September 2012
    I'm not actually sure when debuff to healing came into this power's description..O_o, thanks for pointing it out.

    But my suggestions arent really "too much". It may be infact that since telepathy/mentalist may not be your prefered playstyle you feel it's too much. Granted I do realise that they need tweaking to make them fit in, but that is why they are SUGGESTIONS! I am not demanding they be implemented now, I am suggesting, that is why it is called a suggestion.

    4 - Psychic Psight - Active Offensive

    By temporarily focusing your psychic energy and forcing your mind to concentrate you can extend your telepathic reach. By doing this all minds within your reach can be accessed and controlled. You enemies minds become like open books to you allowing you to find, target and exploit weak points in their mind. Whilst in this state of extreme concentration, no mind can hide from you. No matter how hard they try.

    +Grants total Stealth Sight
    +Boosts all damage. Damage boost is higher for mental/telepathic damage.
    +Increases Hold potency
    - Standard Active Offensive cooldown

    I accept your view on this one but if you can't be bothered to reply to them individually because you feel one is OP or too much dont throw them all in the same bag as it were.
    I am glad you realise that. :biggrin:

    I might put it back in actually...since my above post isnt a fix to my suggestion yet. Seeing as there is a whole passive which cuts your healing powers in half I dont see why there cant be an active offensive for a powerset which has great access to a persons mind not to be able to debuff/slow down their healing powers.

    Technically, the basic formula of all AOs is Alldamage boost and a secondary effect, then an advantage with another effect, so a proper AO would be

    +Grants total Stealth Sight
    +Boosts all damage.
    +Increases Hold potency on advantage.
    - Standard Active Offensive cooldown
    Your version would outclass any and all AO, which is not what we need in a Freeform system.
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