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Revamp of the 'Telekinesis' Tree

friezalivesonfriezaliveson Posts: 219 Arc User
edited April 2015 in Suggestions Box
Now from the Telekinesis Tree over in the Mentalist Power set you've got Telekinesis which essentially chucks one object(one not stuck to actually game build, meaning a permanent object) with in range of your character towards the target;

Actual description is:

Through sheer willpower you are able to lift and maneuver physical objects.

Effects
Tap
  1. Attempts to pick up the targeted object.
  2. Uses your Ego, instead of Strength, to determine what objects you can lift and the damage they deal when thrown.
  3. If you already have an object lifted with Telekinesis, throws the object at your target.
  4. Additional ranks of this power increase the contribution of your Ego characteristic towards what objects you can lift and how much damage they deal when thrown.

And it's additional Information is this:
  • Power Set -Telekinesis
  • Type - Ranged Attack
  • Cost - 19 energy
  • Activation Time - 1 sec

Now this is all well and good but Telekinesis as a whole is not ideal and doesn't seem very consistent - You'd think that with the power of Telekinesis you'd be able to life more than just the objects around you but also knock a few maybe here or there perhaps under you as well right?

Though in my opinion I think the TK tree should be redone as a whole like how in Star War: The Old Republic where you have Sith Warrior as the base class but you can choose as Juggernaut or Marauder as the advance classes.

Telekinesis should be set as this:

First you have Melee Telekinesis
Second you have Ranged Telekinesis

For TK Ranged it gives you several different types of Ranged TK attacks such as TK Darts, TK Burst, TK Wave(a proper TK wave with a better charge up time and adds a bonus visual effect of several objects in your line of sight being sweeped and knocked into your target), TK Assault, a Telekinetic Grenade(one similar to TK Maelstrom but with less of a performance/frame rate hit kind of like the Psionic Surge device but it sends out several tiny TK darts, etc), then you have a ultimate TK attack like how for the Force powers you have Force Cascade; Lets call this one 'Telekinetic' Bombardment - Lifts multiple objects around you at will then sends them hurling at least say 4(upgradable to 7) targets in a fixed AoE radius; it picks up cars, trees, benches, the occasional neighbor's dog and maybe boulders, etc.

Also adding in a TK Lung ability like where you lift a Tree or a bench(let it be randomly generated) and you sail across riding that said 'object' knock your target or stunning them.

For TK Melee you have everything that the Disciple AT would get w/ some changes; Ego Choke removed/replaced by something like Ego Hammer like how in the Heavy Weapons for Eruption but where the advantage point instead of Fire Damage it deals a small cone of AoE TK darts under 200 - 300 damage.

For an ultimate like Ego Annihilation, I'd add an alternative if that one isn't something you like. Maybe like Earth Splitter version where it kicks up random rocks/debris underneath you but uses darts.

Overall TK needs a reboot, the powers are overall interesting but combined with several inaccuracies, some powers not ideal over others, animations not triggering properly(TK Assaults animation vanishes here and there when extended use) as well as damage values it just doesn't feel right to me.

TL;DR: Basically I think the powers should be something like this: https://www.youtube.com/watch?v=46J9ItjY108&t=0m15s not the same level as Space Godzilla but about 4th's that. :P
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