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Solipsist feedback.
Posted: Mon Aug 20, 2012 2:50 pm
by Elkan
In the description of the feedback resource bar it says it can be used in place of Psi, i'm not seeing it do so however, as my abilities prefer to use psi instead when available.
Is it intended as a last ditch resource pool, once all psi is exhausted, is it intended to be used first, but isn't? or am I completely missing something.
Re: Solipsist feedback.
Posted: Mon Aug 20, 2012 3:00 pm
by jilladilla
Elkan wrote:In the description of the feedback resource bar it says it can be used in place of Psi, i'm not seeing it do so however, as my abilities prefer to use psi instead when available.
Is it intended as a last ditch resource pool, once all psi is exhausted, is it intended to be used first, but isn't? or am I completely missing something.
its last ditch, since psi is effectivly your HP bar(i believe 98% of damage and healing is converted to psi if you MAX that one talent), you would be sorta helpless if you couldnt use feedback as last ditch psi
Re: Solipsist feedback.
Posted: Mon Aug 20, 2012 4:27 pm
by edge2054
It did in a very early version of the class and I forgot to change the tooltip.
Feedback is used to power feedback powers and its decay will heal you if you have biofeedback.
I'll get the tooltip fixed for next release.
Re: Solipsist feedback.
Posted: Mon Aug 20, 2012 9:46 pm
by Elkan
It wasn't forgotten code at all, It was all a figment in the dream.
Re: Solipsist feedback.
Posted: Thu Aug 23, 2012 2:02 am
by Hunter
I started two Yeek archmages, then an alchemist, as the easiest and quickest way to reach level 20 in hopes of triggering the special event. With my 3rd character, the alchemist, I discovered one thing...the "dream" quest is ridiculously easy with a golem. Perhaps that should be rectified somehow, by keeping the golem out?
I'll get back to you on the class itself. Just starting to test it.

Re: Solipsist feedback.
Posted: Fri Aug 24, 2012 10:32 pm
by Stormlock
I'll say this much about them when encountered as enemies: having no idea what their psi is at is a pretty big disadvantage to begin with, and if you're unspoiled, they seem to be outright invincible. And they may as well be, since if you're unspoiled you'll probably try hurting the thought defenders when you realize you aren't hurting the enemy, giving him more feedback to use against you. Ugh.
Just started one myself, but I'm not sure which abilities are unique to them as opposed to other psionicists, aside from the obvious defensive one. They seem incredibly talent point hungry, and also very very powerful. Something seem like they'll be outright broken later on, but I'm going slowly and only level 12 right now. They're also incredibly confusing to begin with, I had no idea how to gain feedback or how various things interacted at first.
Re: Solipsist feedback.
Posted: Sat Aug 25, 2012 1:58 am
by Hunter
Yeah, it'd be nice to have a little more explanation of the talents and terminology. As it is, the easiest ones to understand are also the ones that are likely to be the least helpful in late-game. Talents like Mind Sear are killers early game, but their damage doesn't go up enough to be relied on later in the game.
Re: Solipsist feedback.
Posted: Wed Aug 29, 2012 6:50 am
by kevlar
I've been looking to try the Solipsist (damn unlock randomness

)
...but Solipsist adventurers are ways too strong: at lvl 20 my summoner, who so far had easily walked through any bunch of enemies, after having devastated the others adventurer of an ambush was utterly sent to the void many many times from the last solipsist advnturer... all my 5 summon were unable to scratch him, even after cycling through them 3 full times (so he annihilated 3 lvl5 minotaurs, 3 lvl5 stone golem, 3 lvl5 hidra, 3 lvl5 dragon and 3 lvl1 war dog before killing me), and that whole cycle happened 3 times (son about 45 summon)
...i'm not noob with tome4, and it seems to me that this needs tweaking.
Just my 2 cents
Kev
Re: Solipsist feedback.
Posted: Wed Aug 29, 2012 7:59 am
by MisiuPysiu
I agree. The random Solipsist Uniques are just to deadly. I lost also a few lives to them. Event when I killed all the other classes/monsters.
Simmilar problem with Nightmare Horror elites. I met one of them in an ork pride. A lev 65 Nightmare Horror casting Nightmare (sleep) and Inner demons was just to much. The Inner demons spell is specially deadly in the hands of NPCs. When you get this debuff, after a few rounds You fight with 4 of your mirror images (same skills, similar damage).
They all cast debuffing stuff, and even wild infusion cant get all of them off at once...
Re: Solipsist feedback.
Posted: Wed Aug 29, 2012 9:06 am
by Keemossi
Early solipsist randoms with summons are incredibly deadly and annoying. The solipsist usually can take some beating and may have strong cc, and the summon itself is equal to a random boss.
Later on most people have confuse/stun immunities, which randoms happily completely bypass by using sleep effects which can be just as deadly.
Re: Solipsist feedback.
Posted: Wed Aug 29, 2012 2:45 pm
by edge2054
MisiuPysiu wrote:I agree. The random Solipsist Uniques are just to deadly. I lost also a few lives to them. Event when I killed all the other classes/monsters.
Simmilar problem with Nightmare Horror elites. I met one of them in an ork pride. A lev 65 Nightmare Horror casting Nightmare (sleep) and Inner demons was just to much. The Inner demons spell is specially deadly in the hands of NPCs. When you get this debuff, after a few rounds You fight with 4 of your mirror images (same skills, similar damage).
They all cast debuffing stuff, and even wild infusion cant get all of them off at once...
Yeah, I'm nerfing the damage on nightmare.
Many other talents have already been adjusted for next release. But feel free to add anymore constructive criticism.
Re: Solipsist feedback.
Posted: Mon Sep 10, 2012 8:50 pm
by Stormlock
Inner Demons is really annoying because in your hands it generally just breaks sleep right away and doesn't accomplish much (and it gets resisted ALL the time by enemies), but in the hands of enemies it's devastating since you're so decked out. Night Terrors is similar, but it also gives a very useful passive effect. Between Lucid Dreaming, Dreamscape and Night terrors you can get incredible damage multipliers on a 6 turn nightmare on a dreamscaped target (Nightmare > Dream Prison until Nightmare is off cooldown > Nightmare on last turn = Sleeping target with insomnia that has already taken a whole nightmare worth of damage. Against many enemies you can dreamscape them then rest in the corner for 40 turns while their projections die without ever waking (which refreshes cooldown on dream prison, letting you do this all again when dreamscape ends.)
Also, I just experienced a horrible fight: Solipsist vs Solipsist. When your inner demons can cast Dreamscape on you, you're pretty much doomed to dozens of dreamscape battles in a row. If you turn Lucid Dreaming off, they can just sleep you every other turn, and if it's on they don't even need to do that. And of course without lucid dreaming they might actually kill a projection. If I had inner demons learned as well it'd just be a recursive auto loss. Inner demons casting inner demons, the debuff would never wear off. As it was it cost me my last life anyways, and the only way I can think of beating such an enemy is to unlearn Dreamscape so your demons can't cast it. Seems pretty metagamey.
Re: Solipsist feedback.
Posted: Mon Sep 10, 2012 10:07 pm
by edge2054
Insomnia will start to tick while the target is still asleep. So the nightmare, whatever, re-nightmare cheese won't work next release.
Inner Demons and Waking Nightmare both got nerfed a bit percentage wise but both now ignore fear immunity if the target is asleep when you apply the effect (which is probably where most of the resists are coming from).
Dreamscape duration and spawn ratio was also changed.
As to an Inner Demon dreamscaping you the percentage changes should help out some with that. Lucid Dreamer is going to make you very vulnerable to Inner Demons though. Aside from this, popping Mental Shielding (or a mental wild infusion) right after an Inner Demon refreshes the Inner Demon debuff on you will prevent 'recursive' Inner Demon spam.
Either way, if you're running Lucid Dreamer you probably want to make clearing Inner Demon/Warking Nightmare a high priority. If you don't have a way to clear it, sorry. The class has one of, if not the best, mental clearing talent in the game. If you skipped it that's kinda your own fault.
Re: Solipsist feedback.
Posted: Thu Sep 13, 2012 12:31 am
by Stormlock
I don't think dreamscape counts as a mental effect though,so you can get thrown into the dreamscape even with mental shielding up. I'm also not sure how the game is handling the cooldowns of all the different entities when an enemy uses dreamscape; I know when I use it on an enemy my own cooldowns continue to tick and carry over after the dream, while when I get hit with it they don't. However, what about allies of the caster? Are their cooldowns ticking down as well while I'm stuck in dreamland, without them being inside the dream?
Re: Solipsist feedback.
Posted: Thu Sep 13, 2012 2:39 am
by edge2054
I meant clearing the Inner Demon.
If you have Lucid Dreamer active the Inner Demons talent has a high tactical weight. Any Inner Demon's you produce will prioritize recasting the debuff on you over most any other debuff. So if your own Inner Demon talent is off cooldown you can predict that any Demons you produce will use Inner Demon within the first or second turn that it's out. Using Mental Shielding right after this second application (assuming you couldn't clear it before a Demon was produced to begin with) will help to ensure that you're removing the debuff for good.
As to everyone outside of a dreamscape, the level you left is effectively paused I believe. I'm not 100% certain though. The code is the same as fearscapes in that regard.