Telekinetic smash replacement/revision

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Telekinetic smash replacement/revision

#1 Post by lukep »

Only 14 out of 70 high level (>=30) mindslayers took more than a single point in Telekinetic Smash in recent betas (b35-b40). It was always my feeling that the skill did not scale well, and apparently about 70% of the other players agree (20% took 2+ points, ~10% took none, and ~70% took one).

As much as possible, I think we should try to avoid one point wonders and speed bumps to get to better skills (such as Augmentation or Conduit).

To that end, I have a few ideas for changes that could be made:

1. Reduce the damage at low levels, while keeping the str/dex to wil/cun conversion. Also reduce cooldown.

2. replace it with an instant cast timed effect that does the stat conversion, with a duration that scales with tlvl

3. sustain that boosts combat in a similar way to psi combat (or, just does it). May cost psi per hit or swing.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Telekinetic smash replacement/revision

#2 Post by Frumple »

Yeah... TK smash is actually pretty decent if for no other reason that it does pretty massive damage (The multiplier is honestly kinda' insane.) and the damage boost per tlvl is pretty decent.

Problem is that it's both expensive (Especially nowadays, comparatively. You can almost throw out a kinspike for the cost of a TK smash!) and does enough damage at tlvl 1. Basically, overkill is not optimal (it's a problem 'zerkers and ABs have/had, too), so a solid and survivable build probably isn't going to shoot an already heavily damaging talent to even higher levels. There's just no need.

Unfortunately, dropping the damage probably wouldn't incentivise investment -- frankly, the bonus damage is pretty close to "enough" just from the conduit bleedover.

Perhaps something like willful strikes -- basically combining your second two suggestions (Instant cast, duration, psi-drain on strike for will/cun conversion and conduit bleed). The only major thing to consider with that is that conduit, well, does a pretty bloody massive amount of damage for what it is.

Other thought is to add a debuff effect, of course. Something like a random choice between a few thematic debuffs or specific debuffs based on what auras are being held in conduit (or just active) might be able to make it both somewhat sexy (Slayers could stand a non-leech debuff) while still somewhat unique.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Telekinetic smash replacement/revision

#3 Post by Sirrocco »

...or look a little earlier in your post. If the reason that it's not used so much is the cost, then leave the damage where it is and have further levels drop the price. That would probably leave it as a 1-or-5 point wonder (on the one side, people who intend to use it when they absolutely have to and/r need to unlock stuff. On the other side people who intend to use it as a significant portion of their damage dealing) but that's a step up from all 1s, all the time.

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