Comprehensive Mindslayer rework
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Re: Comprehensive Mindslayer rework
Auras already are a ball shaped effect.
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- Thalore
- Posts: 165
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Re: Comprehensive Mindslayer rework
But if you are going to give automatic Conduit to those who TK wields a conventional weapon, why don't you also give it to those who TK wields a mindstar?HousePet wrote:Auras already are a ball shaped effect.
Re: Comprehensive Mindslayer rework
Who would want to smack someone in the face with a telekinetic mindstar?
Okay, some people would.
But the idea behind it is that someone with a TK mindstar is more likely to be a caster style Mindslayer, so they would be using the gem to amplify the aura, rather than focussing it down onto a weapon.
Okay, some people would.
But the idea behind it is that someone with a TK mindstar is more likely to be a caster style Mindslayer, so they would be using the gem to amplify the aura, rather than focussing it down onto a weapon.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Thalore
- Posts: 165
- Joined: Sun Mar 09, 2014 5:07 am
Re: Comprehensive Mindslayer rework
If my memory serves me right, Psiblade applies to the TK wielded mindstar too. Reshape weapon+three Psiblade hits really hard, even better than wielding a conventional weapon.HousePet wrote:Who would want to smack someone in the face with a telekinetic mindstar?
Okay, some people would.
But the idea behind it is that someone with a TK mindstar is more likely to be a caster style Mindslayer, so they would be using the gem to amplify the aura, rather than focussing it down onto a weapon.
For a caster style Mindslayer, probably they won't want to get close to their enemies for the ball-shaped auras to be effective. To them the auras are only useful for adding Conduit damage, or spiking the auras for AOE.
Re: Comprehensive Mindslayer rework
Reshaping and Psiblading three mindstars is using more than just the TK slot though and it appears that reshaping mindstars is being removed.
I am suggesting the Auras get extra radius too.
I am suggesting the Auras get extra radius too.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Wayist
- Posts: 18
- Joined: Fri Jun 10, 2011 5:10 am
Re: Comprehensive Mindslayer rework
Why not change reshaping mindstars such that they gain (non-stacking) bonuses equivalent to psiblades? It would give mindslayers a native mindstar combat option, which is more intuitive than needing zigur training for a meleeish class that already gets good utility out of mindstars. It would still be behind a locked category, so not a default build choice.
Re: Comprehensive Mindslayer rework
That's an interesting option. Reshape these rough gems into sharp blades...
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Comprehensive Mindslayer rework
It's not the stat bonus that makes people pick Psiblades. It's Leaves Tide.
Re: Comprehensive Mindslayer rework
Which is also being nerfed.
I didn't get around to coding up a test addon last night, was sick.
Hopefully will get to it tonight.
Also thinking about some sort of synergy between Absorption and wielding shields. Maybe add the elements from your Absorption shields to your Block elements?
I didn't get around to coding up a test addon last night, was sick.
Hopefully will get to it tonight.
Also thinking about some sort of synergy between Absorption and wielding shields. Maybe add the elements from your Absorption shields to your Block elements?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Comprehensive Mindslayer rework
I've coded up changes for:
Absorption minus the cooldown bonus for a spiked shield deactivating.
Projection minus the cooldown bonus for killing with a spike and the auto activate.
Telekinetic Smash though I didn't notice that it was supposed to add stun...
Added the extra range to Frenzied Psifighting, but not the line of path check.
Mindlash debuff duration reduction.
Pyrokinesis buffed.
Reach adjusted to not care about tiers.
Standardised Leeches to have the same radius and Psi gain. Added damage to Kinetic and Thermal Leech of half of Charged Leech. Physical damage on Kinetic Leech doesn't feel right though. Could we drain Stamina instead?
Been pondering a new Augmented Mobility talent:
Skate.
Sustained.
You levitate slightly off the ground allowing you to glide around at increased movement speed, but the lack of friction also decreases your knockback resistance.
Absorption minus the cooldown bonus for a spiked shield deactivating.
Projection minus the cooldown bonus for killing with a spike and the auto activate.
Telekinetic Smash though I didn't notice that it was supposed to add stun...
Added the extra range to Frenzied Psifighting, but not the line of path check.
Mindlash debuff duration reduction.
Pyrokinesis buffed.
Reach adjusted to not care about tiers.
Standardised Leeches to have the same radius and Psi gain. Added damage to Kinetic and Thermal Leech of half of Charged Leech. Physical damage on Kinetic Leech doesn't feel right though. Could we drain Stamina instead?
Been pondering a new Augmented Mobility talent:
Skate.
Sustained.
You levitate slightly off the ground allowing you to glide around at increased movement speed, but the lack of friction also decreases your knockback resistance.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Comprehensive Mindslayer rework
HousePet, for your Voracity idea, how about if the power of Voracity talents scales with how much missing psi you have? For example, at max psi they're 50% effective and at zero psi they're 150% effective.
My wiki page, which contains a guide and resource compilation and class tier list.
Re: Comprehensive Mindslayer rework
Sure, I'll code that.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Comprehensive Mindslayer rework
I think you're right about Kinetic Leech physical damage being awkward, stamina drain could work as a replacement or maybe just buff the slow.HousePet wrote:Standardised Leeches to have the same radius and Psi gain. Added damage to Kinetic and Thermal Leech of half of Charged Leech. Physical damage on Kinetic Leech doesn't feel right though. Could we drain Stamina instead?
Been pondering a new Augmented Mobility talent:
Skate.
Sustained.
You levitate slightly off the ground allowing you to glide around at increased movement speed, but the lack of friction also decreases your knockback resistance.
I like the Skate talent, it could probably replace Quick as Though since the other ones are more essential and it overlaps with Quick as Thought. Quick as Though is a little dull anyway.
Edit: Do you think it'd be a good idea if auras no longer drained psi for dealing damage? They're really inefficient at the moment so sustaining them actually messes you up since it cripples your psi pool.
My wiki page, which contains a guide and resource compilation and class tier list.
Re: Comprehensive Mindslayer rework
Not sure about removing the drain on Auras as it acts as a counterbalance to the gain from shields.
Since its just a numbers thing, we should wait until we have tested the other changes.
Since its just a numbers thing, we should wait until we have tested the other changes.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Comprehensive Mindslayer rework
Yeah maybe it doesn't need to be removed, but it should probably be lowered. I think you're right about waiting to change psi costs since these numbers will probably be way off without testing first.
My wiki page, which contains a guide and resource compilation and class tier list.