Curious as to why you went with gems in the quiver slot instead of using the psionic focus slot or just adding a new slot.
I'm curious about this as well, especially since the version I downloaded had the psionic focus solt available (leading to a first rather hilarious death when I put a gem in it and wondered why talents did zilch.) It does seem like that slot would be a better thematic fit than the quiver one, but that's just me.
Also, maybe it was a v1.0.0 thing, but the damage-to-psi on the tier-one talents seems VERY low. Between the sustain beam and the first bolt talent, and even with the shield, psi MELTS in any fight, while damage dealt would make a naked yeek laugh. It took me forever to kill a couple basic trolls in the Trollmire with a Cornac, and by the time I was done, I was in Solipsism debuff mode and a MOUSE, of all things, finished me off. That felt... Humiliating, to say the least.
I'm sure the class scales decently once it gets a couple talent tiers open, but the early game seems ludicrously punishing as is. :/
EDIT : Okay, I started a new one with the latest version, and I managed to get a bit further. A few remarks, considering I died at level 14 :
- There seems to be no incentive to switch to higher-tier gemstones. I found an Emerald in a chest, and it did absolutely nothing more (that I could see) than my tier-1 nature gem. This seems... Counter-intuitive to the rest of the game.
- That being said, nature gems are STUPID overpowered compared to the rest of those I found, due to the secondary Spydric poison effect. Being able to apply to entire groups every encounter starting at level 4 is, frankly, borderline broken as far as I could test. Compared to that, a light gem's blind or a lightning gem disarm just don't compare.
- Also, getting a range-10 cone out of the box at level 4 seems extremely powerful. I like the mechanic of diminishing damage based on range, but since this doesn't seem to affect the ability to apply Spydric to anything the cone reaches, it makes for a VERY strong initiation combo.
-If it were me, I'd probably base the range of the automatic beam off the tier of the gem used (maybe 6/7/8/9/10 like range weapons) and also tie the type of secondary poison type to the gem type, or talent level, or something. Getting the game's strongest disable DoT on huge AoEs at level 4 seems, again a bit unbalanced.
-Regarding mobility, I can see that being a weakness of the class, but linked with the low damage on one part, and the high defenses/sustain on the other, getting boxed in by a rare or two make for either a long, LONG fight, or a slow death of a thousand cuts. Unless I'm mistaken, every caster-type class in the vanilla game gets at least one escape or knockback talent. It may not always be good, and it often isn't enough, but at least it's there. Here, one has three choices : pray for a temporal excort to betray for Dreamwalk, go runes (and piss off Zigur) for a teleport, or hope for a TP/psychoport item of some kind. None of those seem really fair, but I could be biased.
-However, considering that we get so few generic trees to spend points in, getting one with a mobility/escape of some sort (even locked) would give a place to spend them as well as a "get out of dodge" button of some kind.
Again, those are just my opinion, but hey, that's what feedback is for, right ? :p