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Telepathy: On Hold

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  • cyronecyrone Posts: 1,028 Arc User
    edited May 2013
    amyjia wrote: »
    Oh my. I wonder will The Mind AT be effected by these possible changes.. More variety and possibilities in the build are always welcome. Hopefully people are given more choices rafter than just unavoidable switches..(I really want to keep mindful reinforcement and the ability to heal):redface:

    New AT, "The Mental". Chose this name because we are all mental enough to wait for this pass instead of moving on completely. :biggrin:
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited May 2013
    amyjia wrote: »
    Oh my. I wonder will The Mind AT be effected by these possible changes.. More variety and possibilities in the build are always welcome. Hopefully people are given more choices rafter than just unavoidable switches..(I really want to keep mindful reinforcement and the ability to heal):redface:

    If they updated the Mind AT with these new powers..it would seriously rock as a soloist..I did ask early on and it was suggested strongly that a New AT will be coming along with these powers instead of any updates.

    Kontrol suggested: The Brain AT

    Cyrone suggested: The Mental AT

    I suggest: The Psyche AT or The Telepath AT

    I've long since gone FF and decided to keep healing other ability mixed in with a few of the new..so I get the best of both worlds ;)
  • cyronecyrone Posts: 1,028 Arc User
    edited May 2013
    If they updated the Mind AT with these new powers..it would seriously rock as a soloist..I did ask early on and it was suggested strongly that a New AT will be coming along with these powers instead of any updates.

    Kontrol suggested: The Brain AT

    Cyrone suggested: The Mental AT

    I suggest: The Psyche AT or The Telepath AT

    I've long since gone FF and decided to keep healing other ability mixed in with a few of the new..so I get the best of both worlds ;)

    Mental! Because we're all a little crazy! The Telepath is a bit too straightforward, I like the Psyche. The Brain makes it sound like I would belong in a jar. :tongue:
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • amyjiaamyjia Posts: 242 Arc User
    edited May 2013
    If they updated the Mind AT with these new powers..it would seriously rock as a soloist..I did ask early on and it was suggested strongly that a New AT will be coming along with these powers instead of any updates.

    Kontrol suggested: The Brain AT

    Cyrone suggested: The Mental AT

    I suggest: The Psyche AT or The Telepath AT

    I've long since gone FF and decided to keep healing other ability mixed in with a few of the new..so I get the best of both worlds ;)

    Well with the telepathy rework are powers being taken away or just powers added? For example, if summon nightmare is being taken away, The Mind would need another option to put there for it's build.

    Also, if more telepathy options are being added for example a block specifically for telepathy, or a slotted passive specifically for telepathy, I would hope OPTIONS for those would be added to the Mind AT. Again, not just switching the powers out to make the new ones mandatory, but giving us the option to use them.

    I would also like an option to use something other than ego hold. That new AoE shielding I am hearing about would be great and prefect for a support role:redface:
  • cyronecyrone Posts: 1,028 Arc User
    edited May 2013
    amyjia wrote: »
    Well with the telepathy rework are powers being taken away or just powers added? For example, if summon nightmare is being taken away, The Mind would need another option to put there for it's build.

    Also, if more telepathy options are being added for example a block specifically for telepathy, or a slotted passive specifically for telepathy, I would hope OPTIONS for those would be added to the Mind AT. Again, not just switching the powers out to make the new ones mandatory, but giving us the option to use them.

    I would also like an option to use something other than ego hold. That new AoE shielding I am hearing about would be great and prefect for a support role:redface:

    New powers added as far as I know.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited May 2013
    amyjia wrote: »
    Well with the telepathy rework are powers being taken away or just powers added? For example, if summon nightmare is being taken away, The Mind would need another option to put there for it's build.

    Also, if more telepathy options are being added for example a block specifically for telepathy, or a slotted passive specifically for telepathy, I would hope OPTIONS for those would be added to the Mind AT. Again, not just switching the powers out to make the new ones mandatory, but giving us the option to use them.

    I would also like an option to use something other than ego hold. That new AoE shielding I am hearing about would be great and prefect for a support role:redface:

    New Powers are being added, I am not aware of a change of plans to update The Mind AT.

    As for a block for Telepathy, I've suggested one, whether or not they take the time to make it is another story.

    As for the AoE Shielding which I suggested...I cant really see that being added to Mind AT, I am thinking it may be put in place of that horrible Force Snap power in Impulse AT.

    The Mind AT's play style is very different to the new stuff being added, it would be a drastic curve from the current play style, there would be so many options that it would warrant a new AT being brought out.

    I am inclined to believe a new AT will be constructed from these powers..(hopefully named something decent like The Psyche AT and not something like The Congress AT LOL).

    Provided the powers are tweaked damage values wise...I can see The Psyche AT being made into Support Role with Manipulator Form, going perhaps INT/PRE/EGO <--or a mixture of those stats or perhaps PRE/EGO/REC (you know how AT's have bad stat choices? yeah that would be one of them :p)

    However that being said..The Mind could gain access to Mind Break...and perhaps one of the DoT's alongside Ego Sprites (provided they provide some detonation damage/effect with Ego Sprites on Mind Break). As for Ego Hold...I cannot say I've haven't hated that hold in the Mind AT cause I really did, it was like they ran out of powers to put on the AT.

    I see The Mind AT as a passive sort of Mentalist, focusing on telepathy but with access to telekinetic feats. Focusing on team fortification and preservation rather than attack.

    The Psyche AT would be more of an "in your face" aggressive, mind ripping telepath, with a good mix of control and attack powers. Focusing on self preservation and minor ally support as well as damaging abilities.

    All in all, I expect Mind AT to remain mainly the same, if not totally the same. The Congress of Selves (hate that name) Passive buffs Ego DoT so it would only serve as a help to one power for Mind AT.
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited May 2013
    Mental Shield<--Block Replacer/Enhancer

    Mental Shield creates a protective barrier of psychic energy that reduces incoming damage and increases in effectiveness 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, each stack increases protection by 5%)
    250% all damage resist (300% to Paranormal) - (Same block dmg resist progression as Eldritch Shield)

    Advantages: Trick of the mind <--2pt advantage
    This advantage gives your shield a 50% chance to cloud the visual cortex of your enemies, rendering you invisible and un targetable 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 cool down of 15 seconds before it can reactivate.

    As for the FX..I was thinking either a standard mental construct which is maintained with the Ego Blast Pose active, OR a Collective Will Being standing in front of your character whilst doing the Ego Blast Pose.

    In both instances I mean the charging Ego Blast Pose, its an amazing pose, we need more of it.

    NOTE: I'd like it so this power doesn't buff Shadow Strike in any way shape or form...and if used in conjunction with Shadow Strike, i.e. advantage procs and they use SS it will do base unstealthed damage.
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited May 2013
    cyrone wrote: »
    Mental! Because we're all a little crazy!

    You let Zoe Loft on your account again didn't you?
    :biggrin::biggrin::tongue:
  • cyronecyrone Posts: 1,028 Arc User
    edited May 2013
    You let Zoe Loft on your account again didn't you?
    :biggrin::biggrin::tongue:

    Me and Zoe are like peas and carrots. Also, what's wrong with Pre/Ego/Rec superstats?
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited May 2013
    cyrone wrote: »
    Me and Zoe are like peas and carrots. Also, what's wrong with Pre/Ego/Rec superstats?

    Dem Cool downs on the DoT powers.

    Without INT they are going to be painfully long, thereby limiting the usefulness of the DoT powers.

    And it would ensure that they wouldn't have a chance to ever experience the full potential of the build until level 40 provided they stack up on CD reduction gear.

    Dependant on stat choices they could either do justice to the AT or screw it up badly.

    PRE/EGO/REC would be a nice way to troll The Psyche AT, unless they reduced the overall CD of the DoTs, something which I don't ever see happening.

    PRE = scaling for Manipulator = win
    EGO = Ranged Damage buff = win
    REC = starting energy = fail (if INT was another possible option)

    Especially in Support Role, where the equilibrium is already at a good position, adding REC would be horrible, sort of like the way they put END on Mind AT instead of INT..

    I could understand END on this AT IF they planned to introduce the Manifestations options...but without them...END/REC on The Psyche AT instead of INT would be a massive: "Screw You" statement.

    Having said all of this...I have a bad feeling that or something similar will be put in place.

    However if they wanted to be nice...they could go...

    PRE/INT/EGO

    OR

    INT/EGO/REC

    I would be very surprised if they put Concentration and Hybrid on this AT. Considering the CC potential it has, besides more Support AT's are needed, Mind, Inventor and Radiant are the only three choices.

    Of course I'm assuming this AT will be Premium.
  • amyjiaamyjia Posts: 242 Arc User
    edited May 2013
    As for the AoE Shielding which I suggested...I cant really see that being added to Mind AT, I am thinking it may be put in place of that horrible Force Snap power in Impulse AT.
    Why would a new telepathy power be added to a force AT? IS the AoE Shielding not in telepathy?
    I see The Mind AT as a passive sort of Mentalist, focusing on telepathy but with access to telekinetic feats. Focusing on team fortification and preservation rather than attack.

    This is actually why I thought an AoE shielding ability would be a perfect fit for the Mind AT, unless I am missing something.
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited May 2013
    amyjia wrote: »
    Why would a new telepathy power be added to a force AT? IS the AoE Shielding not in telepathy?

    Yeah, no. The New AoE Shielding power as I suggested was for the Force Power set...not Telepathy, hence why it wouldn't be added.


    amyjia wrote: »
    This is actually why I thought an AoE shielding ability would be a perfect fit for the Mind AT, unless I am missing something.

    It would be nice, but they'd have to have a look at my other suggestion which was an AoE barrier for Telepathy, but that clearly isn't the case.
  • amyjiaamyjia Posts: 242 Arc User
    edited May 2013
    Yeah, no. The New AoE Shielding power as I suggested was for the Force Power set...not Telepathy, hence why it wouldn't be added.

    Oh.. So when you said this..
    WIN.

    I was blown away..not only do we have telepathy but we have my suggested AoE Shielding! :biggrin:

    You did not mean that they have put that AoE shielding in the telepathy rework,but that not only are they reworking telepathy, but they are also adding a power to force that you suggested. Is this correct? If it is sorry for the mix up. Could be a little confusing for those who are not aware of all the specifics of the powers you have suggested.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited May 2013
    nothing from "the Mind" AT is being removed.

    No word on plans to change it at all.

    I don't remember what powers are in Mind AT but it will likely be okay because it focuses on the PRE side of telepathy and the new powers focus on the EGO/INT side
  • gamehobogamehobo Posts: 1,970 Arc User
    edited May 2013
    It should be noted to anyone who has a memory.

    There are fewer powers with more bugs than when we last saw them. So these "tricky bugs" may very well take another year to complete.

    Thank you for your patience.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited May 2013
    Oh.. now lets change the new shiny's like Redirected Force and change Spec Trees..

    You know Telepathy can TOTALLY sit on the back burner for another year
  • colonelmarikcolonelmarik Posts: 185 Arc User
    edited May 2013
    Honestly, I don't know why they don't simply go back to the original Champions pen & paper game for this. I mean, in that game, Telepathy wasn't about holds, it was about misdirection and defense avoidance.

    Ego Attack: A basic attack, but no normal defenses apply.

    Mental Illusions: An attack that confuses the foe into seeing things that aren't there. Could even cause illusiory damage.

    Mind Control: This is the closest thing to a hold, it gave you control over the enemies' actions.

    Mind Scan: Allowed you to locate the enemy over great distances.

    Those were the big 4 ego powers. Of course, there were others that could support the Ego theme, such as Clairvoyance.

    They should draw some inspiration from these powers. It IS Champions Online, maybe it's time they referred to CHAMPIONS for ideas.
    Once, I was simply called Mojo. Now, I'm forced into a new name, but don't be fooled, I'm the original STO Mojo!

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  • gamehobogamehobo Posts: 1,970 Arc User
    edited June 2013
    Hey guys!

    It's official! We have made it 9 months with no live telepathy! Happy Anniversary!

    tumblr_m7yf6tmogf1qcq7id.gif
  • gamehobogamehobo Posts: 1,970 Arc User
    edited June 2013
    Know what telepathy needs? More DPS.

    Yeah.. don't even give them a Support Passive balanced around playing a support character.. in fact.. Lets make a completely OP version of that passive for RANGED DPS.. because that is what we don't already have.. a Ranged DPS passive that boosts EGO damage.

    While we're at it.. lets completely break the governors we've set for DoT damage like not allowing them to crit (or scale with crits) or be dodged.

    While we're at it.. Lets break the govenors on Passive rules too! Let THESE passives be used in ANY role.

    Oh.. and Crowd Control? Kill it in a fire. No one wants it.. Seriously NO ONE. I haven't seen a SINGLE POST much less a FULL FARKING THREAD about how crowd control's underperforming. Why don't we give a bunch of powers that you can't turn off to kill off the only framework that has ANY use for using crowd control.



    You wanted to piss me off, CO forums.. congrats. I'm pissed. I loathe you for now and soon I will be rather indifferent to you.
  • invinciblegirlinvinciblegirl Posts: 60 Arc User
    edited June 2013
    Huh, I thought you would be happy man... :/
  • gamehobogamehobo Posts: 1,970 Arc User
    edited June 2013
    Huh, I thought you would be happy man... :/

    I really was expecting to be extremely pleased.

    Then the latest version came June 5 2013 12:00 noon that I will always call the day that telepathy died.

    Know how telepathy used to do great holds, heals and debuffs? Well the new powers cancel out any and all holds because they do too much DPS.

    Then on top of all this crowd control killing DPS that you're using to nerf yourself, they've decided to let an offensive passive come with defense penetration..


    You hear me right.. I am saying that telepathy is not just no longer good anymore at the one mechanic it had that was unique (debuffs) but it's completely overpowered too.

    They say these powers will be "worked on" over the next few weeks but I have so little faith in players ability to see the merif of Low DPS and High Debuffs. So I've taken it up with a higher power and am seeking serenity to accept the things I cannot change but MORESO the courage to change the things I can.

    It all comes down to two powers and their mechanic for me. The first verion of these powers had an "interrupt" that was.. flawed and bugged.

    This second newer version is more powerful and can hardly be used at all in combat.

    I was willing to accept the OP of the original.. but was dissatisfied. The new version makes me cringe with displeasure.. especially because it simply is never actually useful in combat and will be used as another PvP FoTM power for this super powerful "lockout" that it imposes on enemies.

    I am advocating for a 3rd look at what it is this debuff does because any form of "interrupt" is just horrid. And for telepaths it leaves 40 seconds minimum of having virtually no control effects in combat.
  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited June 2013
    Though I'm not a telepathy fanatic, I like telepathy. Like gamehobo, I would prefer that these powers be different from other power sets more. Controls and debuffs do this best.

    I guess that they are worried about "stun-lock" combat or something? I can't imagine why, since PvP is so reliant on devices now, anyway. PvE is dominated by the boomerang powers and TGM, so allowing good controls and debuffs might actually offer something comparable.

    I hate seeing the devs miss such a good opportunity.
    ___________________________________________________________

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  • slumpywpgslumpywpg Posts: 129 Arc User
    edited June 2013
    bwdares wrote: »
    Say what you want about gamehobo wanting attention, at least he was passionate about something in this game.

    I have never given Telepathy a real look out side of when i fisrt started here cause it sucks. He wanted it to be great, so I applaud him.

    It is sad to lose another player but I do not blame him nor will I give him crap for leaving. It is not something I can do, though I have tried.

    what this guy said
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited June 2013
    I guess that they are worried about "stun-lock" combat or something? I can't imagine why, since PvP is so reliant on devices now

    Combat is all about the knock, device hold, and stealth spam. Interrupts are a big no no for some reason.
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited June 2013
    Interrupts are a big no no for some reason.

    Because they give CC a place in CO, that is why. :confused:

    I have honestly never felt so helpless without the interrupt mechanic being present...really I haven't. And the worst part of it is...they had x10 of what the actual value was meant to be (debuffs I mean, they were granting 60% instead of 6%).

    Apparently it trivializes content, I see where that argument comes from, however it doesn't trivialize content any more than using Eruption Device on Gravitar and gaining immunity to all damage for a period of time...whilst maintaining 2GM or some other high DPS power.

    Most people in CO tend to solo stuff or get forced into teams for events, even then it is rare to see a co-ordinated effort by a team.

    The issue was that Everything could be affected by interrupts which meant that open world bosses like Kiga and friends could be interrupted.

    This was then attempted to be solved by introducing a painfully long lockout system. This was a horrible version of the Telepathy Powers.

    Then came along the debuff version, which made me feel like a PSI Initiate, which Mentella clearly is NOT. Granted the debuffs are apparently incorrectly capped so I await further testing.

    Personally, I enjoyed Interrupting. Not because it was "game breaking", it was because I was actively contributing something to the team I was on. I felt needed, I didn't feel like a dead weight or another potential Battle Stack for Firewing, like I did with the most recent iteration.

    In fact, there is an interrupt mechanic which works well in game already...hmm that reminds me.
  • ashensnowashensnow Posts: 2,048 Arc User
    edited June 2013
    Because they give CC a place in CO, that is why. :confused: .

    Nah, its because if bosses are not designed with interrupt mechanics in mind interrupts can prevent there from being a fight.

    There is not much to do in CO other than combat. If interrupts are implemented poorly, without redesigning our bosses, fights do not occur. DPSing down a big bag of HP that doesn't counterattack isnt any more of a fight than shooting someone in their sleep.


    I think that interrupts can be, and should be, implemented in CO. I'm still waiting for any commentary from the devs about redesigning bosses, the first step in the process.

    'Caine, miss you bud. Fly high.
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited June 2013
    ashensnow wrote: »
    Nah, its because if bosses are not designed with interrupt mechanics in mind interrupts can prevent there from being a fight.

    There is not much to do in CO other than combat. If interrupts are implemented poorly, without redesigning our bosses, fights do not occur. DPSing down a big bag of HP that doesn't counterattack isnt any more of a fight than shooting someone in their sleep.


    I think that interrupts can be, and should be, implemented in CO. I'm still waiting for any commentary from the devs about redesigning bosses, the first step in the process.

    This can be remedied using a % chance to interrupt on the actual power itself, this % chance would be around 15% for ranged/Hybrid/Melee and Tank roles and would be 40% base for support role.

    % chance can be increased by Hold Strength gear, specs and Manipulator stacks and as a result would scale with hold strength.

    Power Gauntlet works on a similar principal except it doesn't interrupt anything over Enforcer OR scale with anything apart from charge time.

    If people spec for 100% control, that is what they should be able to achieve. Why a mechanic and powers to support this mechanic are provided in game without content to support it says something doesn't it?
  • kaneofchaoskaneofchaos Posts: 89 Arc User
    edited June 2013
    I think it is strange CO doesn't mind being completely unkillable to bosses, or being able to shoot them down in 3 seconds, but can't get over them being controlled. Like this game is that hard that a controllable boss is going to ruin everything.

    I do think that the ice cage spam a while ago was over the top, but it is possible to work with out being broken.
    [SIGPIC][/SIGPIC].
  • kallethenkallethen Posts: 1,576 Arc User
    edited June 2013
    I know I'll be getting flamed to hell and back for this... I'll preface this that I do really want to see some good stuff happen to Telepathy, and perhaps that's why I'm posting what follows.


    About a week ago, a certain user (not stating the name to be polite) started a thread about the sad state of Debuffing in CO and even posted some ideas which included:
    • Slow Attack Speed. Instead of interrupts, lengthen cast time of the power being used.. providing crucial extra seconds during schtick attacks.
    • Slow Attack Frequency. Instead of interrupts lengthen the time between attacks by lengthening cool downs of your enemies (assuming NPC AI works schtick attacks with cooldowns as players do

    Low and behold, a patch hit the PTS a few days ago including the following:
    • Mental Leech: This power no longer interrupts targets.
    • Mental Leech: This power now applies Mental Weakness. This debuff increases target's charge times by 15%. The duration of this debuff is scaled by your Hold Strength.
    • Shadow of Doubt: This power no longer interrupts targets.
    • Shadow of Doubt: This power now applies Malaise. This debuff increases target's recharge times by 15%. The duration of this debuff is scaled by your Hold Strength.

    Now, I'll grant that the powers in the PTS are probably not implemented perfectly. And I'm in agreement with giving Cryptic feedback that is critical about any new changes. But let's highlight the fact that the devs actually listened to us and tried to implement suggestions. Can we at least thank them for this?

    No. Instead, I see posts flaming the devs for ruining what was being worked on for Telepathy, specifically pointing to these two new mechanics in a "how dare you do this to us" kind of way. Even the person who made the suggestion is doing so.

    If I was a dev working on the Telepathy project right now, I'd be asking my boss if I could be moved to a different project. I wouldn't want to work on stuff where I try out a player's suggestion and get insulted for it by everybody including the player.
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  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited June 2013
    I think it is strange CO doesn't mind being completely unkillable to bosses, or being able to shoot them down in 3 seconds, but can't get over them being controlled. Like this game is that hard that a controllable boss is going to ruin everything.

    I do think that the ice cage spam a while ago was over the top, but it is possible to work with out being broken.

    ^ That.

    The funny thing is we have devices which grant damage immunity too, so now anyone can to an extent be a tank..lol.

    But if you want to play outside DPS/Tank/Healer...no.

    As for what Kallethen has said...have you tried these debuffs?

    There cannot be an accurate enough test on these debuffs until hold strength scaling caps are removed AND the values are lowered.

    People are loving them currently with inflated values. However, whilst even my energy gimmick toon NRGMuffin.exe can survive vs lvl 28 Mega D. My level 40 Telepath, with high end gear and mods using these debuffs cannot. That's an issue for me.

    We ALL (Telepathy advocates) love GMC and the Dev team, we really really do. Trust me. There is no hate to them specifically. The only request is to get the balance of control correct so Telepaths are useful in a fight and not only do something useful but feel it too. I don't think that is too much to ask.
  • kallethenkallethen Posts: 1,576 Arc User
    edited June 2013
    As for what Kallethen has said...

    I have not gotten to test the powers in the PTS yet, and I have tried to be careful to not give an opinion on how they are. I fully believe I should not give a verdict on them if I haven't seen them in action.

    And as I tried to say, I support us players giving criticism. If they are not good, then say so. I just don't like to see the vitriol that I've been reading and not a word of thanks for the attempt to try out our suggestions.

    My first level 40 toon started as a Mind AT, and then was a Telepathy based FF in her later levels. She's gone through a few retcons, the first notably after the Incapacitate mechanic was introduced (I very much detest the fact that a critter dying in my Ego Storm would "break" it for all caught). Currently, she's a only got a few Telepathy powers and focuses on being a double-bubble healer. I haven't played her seriously in quite a while. A big reason for that is because of the current state Telepathy is in. So I very much do want to see a nice update to Telepathy. My fear is that we'll drive the devs away from doing so.
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  • gamehobogamehobo Posts: 1,970 Arc User
    edited June 2013
    kallethen wrote: »
    About a week ago, a certain user (not stating the name to be polite) started a thread about the sad state of Debuffing in CO and even posted some ideas which included:

    If Mental Weakness and Malaise didn't have hard caps on them perhaps they wouldn't suck so hard.

    But as is.. they are hard capped and non scaling.. which = suck.. so I am simply advocating they find a debuff system that GOOD for Crowd Controllers.

    I'm glad they are trying to find an offensive debuff that works but as of now they DON'T work.



    - -

    I've said a million times the debuff strength should scale and the term be set at a short duration. Instead they gave non-scaling debuffs with extremely long scaling duration.. the exact OPPOSITE of what works.


    So am I grateful for telepathy being so borked? No. And I'm not sorry if my dedication makes you upset.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited June 2013
    "There was a time when telepathy shined
    The damage was soft but the holds inviting
    And there was a time when players were blind
    when exploits were wrong
    and PvP was exciting
    There was a time
    Then it all went wrong...


    I dreamed a dream in times gone by
    When holds was high
    And debuffs worth using
    But we have tanks who never die
    I prayed the devs would be forgiving

    Then there was one telepath who stayed
    Whose dreams were made and used and wasted
    the over $500 he paid
    after 9 months
    no development tasted

    But the forumites all cry
    With their voices soft as thunder
    As they tear your hope apart

    And they turn your dream to sha-AA-AA-AMME"
  • gamehobogamehobo Posts: 1,970 Arc User
    edited July 2013
    10 Months..

    36350583.jpg
  • theravenforcetheravenforce Posts: 7,139 Arc User
    edited July 2013
    gamehobo wrote: »
    10 Months..

    36350583.jpg

    10 month Anniversary @ PSI Building in Ren Cen 3, 3PM server time.

    Mind Slayer and Psimon are hosting, Menton couldn't make it sadly.

    Dress code is casual smart.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited July 2013
    So.. Testing Halted Again! New temporary content continues on.

    Back to obscurity with you all.


    I would update the OP but frankly it's just a sad monument to the ineptitude of Champions Online.
  • gamehobogamehobo Posts: 1,970 Arc User
    edited July 2013
    Lordgar.. the "Live Producer" has decided to push the telepathy miniset live.


    Yes it is extremely flawed. No you should not expect the powers to be changed.



    It is yet another sad day for crowd control players.


    As for me I am truly debating whether or not I will return to play this game or simply support a different one altogether.
  • markusv9markusv9 Posts: 3 Arc User
    edited July 2013
    Master of the mind is way to short. The power mechanic itself is irrelevant, but the ability to have giang energy armor is really cool, and should be a passive, not a 4 sec power with a 2 min recharge.
  • heroicsingerheroicsinger Posts: 25 Arc User
    edited July 2013
    If anyone thought you were paranoid the proof is in the product.
  • heroicsingerheroicsinger Posts: 25 Arc User
    edited July 2013
    gamehobo wrote: »
    "There was a time when telepathy shined
    The damage was soft but the holds inviting
    And there was a time when players were blind
    when exploits were wrong
    and PvP was exciting
    There was a time
    Then it all went wrong...


    I dreamed a dream in times gone by
    When holds was high
    And debuffs worth using
    But we have tanks who never die
    I prayed the devs would be forgiving

    Then there was one telepath who stayed
    Whose dreams were made and used and wasted
    the over $500 he paid
    after 9 months
    no development tasted

    But the forumites all cry
    With their voices soft as thunder
    As they tear your hope apart

    And they turn your dream to sha-AA-AA-AMME"

    I actually sang this hahaha. You totally did this for me and you know it!
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