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More on Psionic
Bladewing Posted 16 Jan 2005

Almost ever class has at least one very good remort spell or skill. Of course merc I think needs something more and psionic. Here are some ideas for those psions.

  1. psychic barrier - this is a very effective means of defense for a psionic. By gathering spiritaul energy in the form of mana and metally forming torrents of whirling energy to surround themselfs. The barrier of energy can damage any kind of creature, except undead that comes to close.
    Essah is here fighting Miscreation! …she is surrounded by torrents of energy.

note: when hit my this barrier, it could be like getting hit my a mini-psiblast. This should be a mortal trigger. Level 11-26 around there? Once the barrier is hit a couple of times, it wears off. The more times it works the weaker it gets.

  1. wound disclosure - the complete opposite of wound closure. The trigger overts old wounds on the body which causes rapid, almost instant suffering and destruction to a small area of the targets body.

note: Maybe this could work alot better the more wounded the target is. For example, if you use discloure on a mob that has no wounds, it would do slightly less then if the mob was at small wounds. Once a mob would be at brink of death, would do a massive ammount of damage but it wouldnt matter becuase the mob is almost dead anyways. Wouldm ake sense the more wounds inflicted, the more damage overting these wounds would be.

  1. cell deterioration - By activating a very difficult and miniscule portion of the subject's mind, the psionic can instigate rapid and effective deterioration of bodily wounds. If the psionic is particularly skillful, the effects can be of an extended duration, and the subject's body continues to deterorate at an advanced rate for a short period of time.

note: messege in score…Your body is deteriorating itself rapidly. This could maybe always fail if the target has cell regen or mayeb you could make cell regen take away the effects of deteriortaion besides the psinull. After all, if a psion can regernate cells, why cant he or she deteriorate cells?

  1. mind control - Extremely skilled psionic minds at a very knowledgeable level provide the ability to get into the mind of another person. The psionic then has power of the targets mind and which will make them a slave to do the psionics bidding. A person who is under the mind control will follow you, be unable to attack you, and will follow orders as you give them. Keep in mind that overriding a person's will is an act of aggression. Also, if you order a player under mind control to attack another player, the player under mind control will suffer no reputation increase, but the psionic who triggered mind control will.

note: Much like charm, only much harder to land if someone has psishield / save psi

  1. psychic contamination - The act or proccess a psionic uses extraneous mind power to render a target especially infectious. Another words, +save psi, and possibly making the target sick.

note: just a thought, did not come up with much notes on this, need more input from others.

Inferno Posted 26 Jan 2005

those are all really good. take it from a psion… we need some more offensive triggers. heres an idea i had:

psychic inflation: very advanced psions can not only trigger the mind, but physically change it. by creating a small hole in the brain of an enemy, and channelling air into it, the psion can cause the head of his opponent to swell and eventually burst, causing incredible pain and immense bodily harm.

it could be a remort trigger, and have UBER damage over time while slowly making the victim weaker and weaker (wouldnt you be a little distracted from fighting if YOUR head was swelling?) maybe the head would also be more vulnerable to damage during this time? like if you hit it hard enough you can pop it?

just an idea, and yes the whole air in the brain thing is stupid, but i couldnt htink of any other way to have someone's head inflate. if you have any better ideas, please voice them.

Rage Posted 15 Jun 2005

I love the ideas here. I personaly think psions need a boost. I here alot of people say how physics came a long way here at tempus and now are very well balanced and well made. I would love to see psionics also get some things added. Psychic barrier would be cool, however I think it should look more like this Bladewing.

*psychic barrier - this is a very effective means of defense for a psionic. By gathering spiritaul energy in the form of mana and metally forming torrents of whirling energy to surround themselfs. The barrier of energy can damage any kind of creature, except undead that comes to close. Rage is hovering here. …he is surrouned by cascading torrents of energy. Anyway, I also like the idea how it does less damage the more it gets hit and slowly fades away. It could be a percetage some what like this. (level + gen) * (int)/ how many times it has been hit

(gen 10 level 49 barrier table) example 1: 49 + 10 * 25 / 1 = 299.00 (first hit) example 2: 49 + 10 * 25 / 2 = 149.50 (second hit) example 3: 49 + 10 * 25 / 3 = 99.666667 (third hit) example 4: 49 + 10 * 25 / 4 = 74.750 (fourth hit)

This would go on until the barrier was to weak to deal any more damage which a max damage could be considered around 1k. For example once the barrier has done a total of 1k damage it will dissipate. Keep in mind, lower gen barriers would not do much damage at all. The max damage could also be lowered with gen.

(gen 1 level 49 barrier table) example 1: 49 + 1 * 19 / 1 = 68.00 (first hit) and so on… I also agree to a mortal trigger around the levels 20+. However I think secondary psions should lose any gen bonus to the barrier. For example the formula would be more like this (level + (gen / 2) * (int)

Some more ideas for Psions.

psychic levitation - The psionic ability to screen the physical body from the effects of gravity and thus rise off the ground. The ability to trigger the mind to over take the forces of earth in order to fly.

astral projection / astral body - The sheath or form that contains a living being's life essence, consciousness, spirit or soul. The astral body is a manifestation of the life essence composed of ectoplasm, an invisible, intangible substance whose source and properties remain unknown. While all living beings have astral bodies, certain adepts using psionic means, can separate their astral bodies from their physical bodies without harm. The astral body is also sometimes called astral form, astral self, and spirit form. The ability to project one's astral body from one's physical body by psionic means.

More on Astral Projection- This would work much like a bard's mirror image. A psionic could "show" his/her astral body which would take great energy and time. In doing so the psionic will suffer from a waitstate and his/her strength is weakend. For example it would create another form that looks just like the creater. Cuasing mobs to be confused and attacks to pass through the psionic. This should be at least a gen 7 level 30 remort trigger.

psychokinesis- The psi ability to move or manipulate physical matter without physically touching it. The word is synonymous with telekinesis, which has the added connotation of greater distance being involved between the matter being manipulated and the manipulator. How this could be implimented into tempus I am not qeit sure yet.

instant disistance- Since psions are time travelers and use there mind to do so, why not be able to freeze time for a breif instant. for example. (Can only be done three times in a day) If a mob is about to kill you, freeze the time by using istant desistance, this would make the mob unable to attack, or another words have a istant waitstate allowing the psion to slip away. This also would be a remort trigger, only high generation psions are this power with their minds.

precognition- the skill of knowledge of something in advance of its occurrence, especially by extrasensory perception or clairvoyance. Also known as a psionic premonition.

This abilitiy would be a skill for a mortal psion around level 40. The psions mind would give a warning in advance or a forewarning of what the attacker will be doing. For example a dragon is fighting a psion, the psion gets a premonition of the dragon breathing fire charring him into ash, so the psion moves out of the way befire the dragon does so. In ultimate the psion would dodge the attack. This is something that should not work often and sometimes fails. Maybe roll a 1d100, if that number is greater then the opponents hitroll + opponets wis then it would roll again to see if it works. 1d100 if the number is greater then 50 it works.

*mind control- Extremely skilled psionic minds at a very knowledgeable level provide the ability to get into the mind of another person. The psionic then has power of the targets mind and which will make them a slave to do the psionics bidding. A person who is under the mind control will follow you, be unable to attack you, and will follow orders as you give them. Keep in mind that overriding a person's will is an act of aggression. Also, if you order a player under mind control to attack another player, the player under mind control will suffer no reputation increase, but the psionic who triggered mind control will. Keep in mind using mind control as a way of breaking policy is not a legal means, and punishments will be given.

*wound disclosure - the complete opposite of wound closure. The trigger overts old wounds on the body which causes rapid, almost instant suffering and destruction to a small area of the targets body.

note: Maybe this could work alot better the more wounded the target is. For example, if you use discloure on a mob that has no wounds, it would do slightly less then if the mob was at small wounds. Once a mob would be at brink of death, would do a massive ammount of damage but it wouldnt matter becuase the mob is almost dead anyways. Wouldm ake sense the more wounds inflicted, the more damage overting these wounds would be

*cell deterioration - By activating a very difficult and miniscule portion of the subject's mind, the psionic can instigate rapid and effective deterioration of bodily wounds. If the psionic is particularly skillful, the effects can be of an extended duration, and the subject's body continues to deterorate at an advanced rate for a short period of time.

note: messege in score…Your body is deteriorating itself rapidly. This could maybe always fail if the target has cell regen or mayeb you could make cell regen take away the effects of deteriortaion besides the psinull. After all, if a psion can regernate cells, why cant he or she deteriorate cells?

Psionic Over Veiw: I can just imagine how a psion would fight a battle. A psion is really a fighter by means of using extreme powers of the mind and pyche, a mind traveler, and should be great companion in battle and groups. I can see a battle raging in my mind. A mighty trained master psionic using his powers to astral project, and create a barrier of energy surrounded himself. I can picture him using istant desistance to freeze time for a moment and then psychic levatating to slip away in the sky. A psionic getting a premintion of a arrow whirling through the air towards him right before it happens and dodging it or how about using mind control of simple living creatures. These are the kinds of triggers and skills that could turn the psionic around from a weak, illminded non-exsistant class into a more group freindly, battle capable, persuasive mind using enity.

Much Thanks to other ideas given by Bladewing which are also shown above with a * infront of it.

Rage Posted 17 Jun 2005

Psychokinesis Updated!

Just like alot of post on psionics, psionics lack in hps and mana, they get less then any other class it seems. Maybe psychokinesis could be a temporaly booste of hps and mana, much like a good clerics divine power, and the bards buffs. Just a thought, check the post above and reply.

Hsu Posted 18 Jun 2005

Well I think yall should look at the spells psis have to begin with. All the spells the psis have right now deal with altering the mind and forcing the brain to do things they would normally do(except for astral spell, still cant figure out how that fits in with the rest).

So new spells should probably deal with the same things too just to keep it in character, and not some "lets make psis be able to draw huge fleets of battle ships out of hyperspace at will, and shoot killer death beams of doom(oxymoron intended) out of their minds!"

Maybe something like "Multiple personality" A psi could develope multiple personalities to deal with stressful or even traumatizing situations to protect the main self from harm. The psi would be protected from other psionic attacks but would eventually have to deal with their other personalities as more and more events occur.

I'm thinking that after a certain amount of psi attacks absorbed by a different personality, the psi would have to go into their own mind to either accept the personality as itself or supress it. Accepting it should just be like getting hit with a really bad debuff spell, since the psi should have enough control over their minds(since they are psis) to eventually regain their normal selves. Supressing it would probably just be a strain on the psi's mind and therefore lose mana over time untill the psi can accept the personality.

anouther one could be "autism" A psi could temporaryly erase known physical limitations, logical thinking, and self awareness. By no longer being aware of their physical limitations and logical thinking, psis could dramatically increasing their strength and speed due to eliminating the brains natural tendency to hold back to prevent self injury.

Side effects could be having their triggers land less often or what ever, and psis would hurt themselves after doing many physical attacks such as ripping muscles or shattering their own bones.

Firestar Posted 20 Jun 2005

I do not think a psion should just be able to alter the minds of others in small weaking ways. I disagree that astral has nothing to do with psionics because if you take a look at D&D psionics are much differant from what you have refered to Hsu. Your idea on a psionic being able to trigger or trick the mind in haveing no fear and being able to have a short peroid of time dealing more damage and strengthing themselfs is a good idea. I think Rage is on the right page for psionics. No intensions of a psionic being able to call upon a fleet of starships was intended. He also did not say psi should get all of those ideas, but a psionic is able to astral project and control things with there minds. A psionics mind should be much more powerful then any other class and it should show. Anyway just what I think…I would like to see more post on this one.

Elric Posted 22 Jun 2005

I feel the need to respond to these suggestions. Bear in mind I'm not a coder and these are simply my opinions.

You guys are attacking this from a very wrong angle. Psionics on Tempus do not outwardly manisfest anything that I can think of in any of their triggers; all of their abilities are about turning their targets strengths into weaknesses, or at least nullifying their strengths.

With that in mind, here's my response to some of these suggestions.

Psychic Barrier - This seems like a combination of anti-magic sphere and electro-static field. (anti-magic sphere for the absorb and wear off affect, electrostatic for the damage component of the idea) It does not fit the Tempus Psionic. It certainly shouldn't be a mort trigger.

Wound Disclosure - This is more inline with what a Tempus Psionic is, however, if it's the opposite of wound closure, this should simply inflict damage the exact opposite of how much wound closure heals, for a similar mana cost. It doesn't make sense, at least not in the way you've described the skill that the more damaged the target is, the more damage it takes. You speak about old wounds being "reactivated" essentially, therefore why would it matter what their current status is? So yeah, essentially a direct damage trigger that's the exact opposite of wound closure, I see no reason why this couldn't be implemented for mortal psions.

Cell Deterioration - Again, this is more inline with a Tempus Psionic, and I see no reason why this couldn't be implemented as suggested, a direct opposite of cell regeneration so they could both nullify each other.

Mind Control - You're talking about charm. Plain and simple. Makes sense for a psionic but shouldn't be implemented in my opinion.

Pyshic Contamination - Call it Lower Pyschic Resistance and forget about the sickness aspect.

Psychic Inflation - Uhh…You're basically talking about an aneurysm, which would be a much better name for this skill in my opnion. Forget about the damage over time component and just give it a chance to go off and do big damage. Maybe a 1 in 100 chance every round that the aneursym goes off and does 1000 points of damage if it does. Perhaps a higher chance of it occurring but with a save_vs_psi to avoid the affects.

Psychic Levitation - No. Again, Psion's on Tempus don't manifest things outwardly.

Astral Projection - They already have that, it's the astral spell/trigger. You cast it and it takes you or the person you target into the astral plane.

Psychokinesis - As you say it's telekinesis. It could be implemented in the same fashion as the mage spell. (But again, Tempus Psion's don't outwardly manifest anything).

Instant Distance - Uhh Just no. I don't code, but this sounds an absolute nightmare to make work. Not to mention grossly overpowered. Psionics are not Time travellers :P that would be a physic who has an alteration called time warp…

Precognition - If I understand correctly this would essentially work like the thieves uncanny dodge and the bards tumble skill. While I can see where you are coming from, I gotta say no again from a balance perspective.

Psychokinesis Updated - This makes absolutely no sense whatsoever, how does the ability to move things with your mind equate to a boost in hit points or mana?

Multiple Personality - Sounds like a real bitch to try and code, besides which, the Psionic already has psychic shield and psychic resistance to help protect from psionic attacks.

Autism - Psionics already increase their strength with the power trigger and their speed with adrenaline and no nasty sideaffects. So no to this one too.

So now that I'm done shooting my mouth off, here's a chance for you to shoot me down. :P

Psychic Feedback - Now this is, in my opinion, a psionic trigger or skill. The Psionic can already drain mana from people for his own use, he can also nonagressively pass mana to people. This skill / spell is a continuation of these two ideas.

The way I see it working would be similar to the cyborg discharge in that the psionic would use trigger 'psychic feedback' target. The psionic then "uses" the of their own mana, and drains an amount from the target. I think the amount drained should be more than a 1:1 ratio, so for instance it might work something similiar to the cyborg skill again, in that the cyborg can discharge 15 and it might do 300 points of damage (I have no idea how much it actually does), the Psionic would use x of mana and it would drain a significant portion more from the target. If the target was out of mana then instead of draining mana they take damage. Mana represents a defense vs. this skill in a way. Now, the psionic could get too ambitious (much like a cyborg can try and discharge too much) and can damage or even kill themselves if they try and use too much.

I think that would be an awesome addition to the tempus psionic and in my opinion actually fits with the way they work.

Nevermore Posted 22 Jun 2005

Autism???? haha What's wrong with you people?

Reptile Posted 23 Jun 2005

def..def…definately k-mart… yeah… Uhuh… five minutes to Wopner…

Infinity Posted 25 Jul 2005

I'm not a boss here but I would like to know why psionics should or could not manifest psionic powers outwardly. I do agree that most of these ideas have great potenial however not everything should or was intended to be perfectly balanced. Not all change is good and I do not think a psionic should be a fighter class by all means. Even if they were to change and be able to manifest outwardly it would not allow them to tank.

Many people think the mind is a powerful thing, and some of these ideas would fit very good with the psionic class. It would not be a good thing to over power them just so more people play the class, but more then not if a player does choose to play a psionic for the first time a newbie will have a much harder time with psionic then any other class in the game. Giving them a few little powers to outwardly manifest energy would not be out of line.

Make them remort triggers if anyone thinks there to big of a boost. The more powerful a psionic gets the more outwardly energy he/she should be able to manifest. For example, psychic barrier could be a generation one trigger for more defense. Generation six, getting closer to the peak maybe could have a more offensive outwardly manifestaion. Once at the peak of generation nine or ten one more trigger to majorly change the psionic which would totally be unique and distenquish the class.

Aereas Posted 25 Jul 2005

I don't have Psi class of my own, but some of the suggestions on here look really nice. Hrm.. I'd like to see more skills for all the classes though.

was forced into posting

Merriam Posted 25 Jul 2005

Psions do not need help. Endofstorythankyoubye.

Merriam

Fire Posted 28 Jul 2005

This board is for posting ideas. Lets not discourage people from doing that.

Reptile Posted 28 Jul 2005

Psionremortsdoneedmoreskillsthankyoubye.

Pick every single class in the game. Most often chosen secondarys are psi and phy - but compare that to the number of primary psi or phy chars in common use. They do half the damage as their prime counterparts, but they get near the full benefit of all of the secondary classes mana. It doesnt work that way with HP, which is why you dont see prime mages remorting barb and ending up with 1500 hp. I'll agree that maybe mort psi doesn't need any more skills - but there are few reasons to choose a prime phy or prime psi over making them secondary classes.

The ideas may help balance the classes, add remort skills to a near identical skill list for a mort psi as a gen 10 psi.

Danke

Crescendo Posted 28 Jul 2005

Heres an idea, psi remort trigger, lets call it "shared pain". The psion chooses a willing target (willing would have to be grouped or something), and then every time the psion or the target is hit from then on, the damage is split 5050 (or 7030, whatever is considered balanced) between the psion and the target.

Rahvin Posted 30 Jul 2005

Thats actually a really cool idea Cresc. It'd probably work best to have the target have to be grouped and have to trust the caster. Just to make sure theres no accidental deaths or whatever.

Infinity Posted 1 Aug 2005

It is a shame that Merriam does not understand Nothing's post about constructive criticism. Will have to agree with Fire on that one. Also reptile has a good point. Psionics are the weakest class in the game but have there purpose like anything else in the world that is weak. However a psionic as he/she gains generations should be able to manifest outwardly, if you disagree post a good point.

As far as a psionic being able to share pain or share damage I agree that it is a great idea along with a lot of the other ones posted. The higher genetarion a psionic the more energy he/she shoud be able to manifest outwardly. For example a barbarian and a psionic could group. Both around gen. 2 level 30. As for the Cres post I agree, for example…The psionic takes some hits from a mob becuase it was agressive. The psionic would not be overpowerful if he could trigger something to share the damage with the barbarian. It could work somewhat like manashield in which you could choose the ammount of % to share never going over a max of 50%. Maybe wach gen. you could up the % by 5 or 10 starting out at gen 1 with a max of 10%. Every time you share damage it could take some mana away. Could be called group dissociate. Honestly though from reading the post above this is how I see a psionic advancing with generation…

Generation 1: amnesia, and id insinuation

Generation 2: group dissociate

Generation 3: psychic feedback

Generation 5: mind control

Generation 6: psychic barrier

Generation 8: precognition

Generation 10: astral projection

Add cell deterioration, wound disclosure, pyshic contamination, as possible mortal triggers and that would make a psionic perfectly updated. The neat thing about remort spells/skills is that you can not get the effects or skill from quest points keeping the class uniue and you also do not gain the spells/skills as secondary. Instead of concentrating on mortal skills/spells I think each class should be primary relying on their prime spells/skills. Giving classes more remort skills/spells does nothing execpt make that class more uniue and practical.

Merriam Posted 1 Aug 2005

At the time of my post, all or most skills being suggested were mortal skill suggestions, and in my opinion, little should be added to a mortal psion. A psionic can reduce damage taken tremendously, has great buffs for other players, has a superb in-battle heal, and can turn their enemy into a pile of uselessness before the battle even begins. Furthermore, I made my comment on the basis, too, that many of the suggestions were in the form of "My class should have a Ranger's thornskin and a Cleric's heals and a Monk's celerity and is not quite as uber in every area as every other class." Psions should exist to tweak their opponents negatively and tweak their friends positively. I understand Nothing's post about constructive criticism. I wasn't bashing your ideas or who you are.. I was stating that, in my opinion, psions are quite well-rounded. I was not trolling the boards like Jakezor or hollering about how I hate psions. So.. on to the constructiveness.

Psions do, however, need remort skills, because their remort skills are lacking and the presence of primary psionicists is lacking.

Group dissociation is an interesting concept, but seems overpowered to me. I'd like to see it implemented in a balanced form, as a high generation remort skill – not gen 3. I see this requiring a very trained and experienced mind, and something gen 5-6 or better would begin to understand the universe and the mind enough to employ this psychic tactic.

I like the idea of cell deterioration. Do it. Do it. I don't understand what you all mean by psychic feedback. Does it drain mana or do damage? Why not use psidrain and psiblast to accomplish this?

Merriam

Infinity Posted 3 Aug 2005

Thanks for clearing that up merr. However none of these ideas give anymore damage reduction to make a psionic like a monk's celerity, none of these posted give a umber heal, which in anycase a psi can not heal very good, play a psionic and try to heal with wound clousre. None of these new skills spells give a rangers thorn skin. Psychic feedback is already a remort trigger, there is just no current help file on it. This again shows you don't play a psionic. Psychic feedback turns a very small % of damage you deal to a psionic back to you. It is almost like having a damage over time on yourself as your hitting the psionic. Now you know…

Thanks for your input, but we need more if anything is gonna change here….

Merriam Posted 3 Aug 2005

First of all, oblivity gives damage reduction, not celerity. My point wasn't that your skill ideas are necessarily these things, but it just seemed to be too much of "make my class unstoppable." A class is not supposed to do everything. I'm a Ranger, and I can't PK for crap. I have no power move. I am not pushing for a power move for Ranger, because honestly we shouldn't get one. I can tank well. A thief can't tank, but has a power move. A cleric can heal, but can't tank as well. And so on. My point was, Psions have a purpose and they currently fulfill that purpose very well. The only change I believe they need is a reason to choose primary psion.

Merriam

Fire Posted 3 Aug 2005

So to keep this on track, lets discuss the positives and negatives of the skill suggestions, rather than debate whether or not a class is overpowered. We can leave the overpowered discussions to the coders. :)

Rahvin Posted 3 Aug 2005

"A thief can't tank, but has a power move." Backstab isnt a power move. Thats like saying hamstring is a power move.

Merriam Posted 3 Aug 2005

I am wrong in everything I say. I leave this conversation to those with superior knowledge.

Respectfully,

Merriam

Infinity Posted 4 Aug 2005

Why can no one listen to immortals, (point up to Fire's post) Anyway, I see all postive effect for a psion to gain more triggers with each gen. Being able to manifest outwardly is not overpowering. I dont see what would be overpowering here, maybe you someone can post something positive or negative, no one has yet to post on these new trigger ideas correctly except Elric whos opinion was negative and postive, his post is a good example…

Crescendo Posted 4 Aug 2005

Just to point something out…there is not a single caster class that gets a massively defensive spell without a serious penalty. For example, mages get mana shield, great and all but of course the penalty is every hit comes straight out of the mage's primary damage source, their mana. Electrostatic has that oh so convenient problem of prot_lightning completely negates it, so don't even say that is horrendously overpowered. That being said, something like precognition where the psion ultimately evades the attack is fine, so long as say, the psion gets a massive mana drain while its in effect. After all, the psion is going to have to expend a lot of energy to continously peer into the future to avoid being hit.

To top it off…new spell idea, power jack. The psion targets a mob/player and they gain a random spell or skill from that person for a little, and the affected target loses that same spell or skill temporalily. Limitations to this could of course include only being able to have 1 skill/spell stolen at a time…just an idea shrug

Infinity Posted 8 Aug 2005

I think Cre is right on target here. No more needed to be said. I agree that a psionic should and could peer intop the future and avoid an attack but once avoided this should take away a % of mana that the projected attack may have done. For example, you avoid a lightning bolt however the lightning bolt would of done 100 damage so mana taken from the psionic is or could be 25%, the psionic would then lose 25mana. This could even be a skill that you may turn off and on much like evade.

Merriam Posted 8 Aug 2005

In-battle hits normally hurt Merriam for 40-50, so a psion would lose 10-12 mana per hit. This is reasonable.

You'll also notice that Rahvin's disobedient post, which obviously is in flagrant disregard of Fire's post, came five minutes thereafter, and probably was written while Fire was posting hers. Infinity, please stop jumping on us.

Merriam

Crescendo Posted 9 Aug 2005

Actually as you guys put the precognition, that ultimately makes it way stronger than mana shield. What I was thinking was an actual mana drain while the spell is in effect, not some paltry mana leak type effect that can be countered by mana tap, but a serious drain you have to take into consideration. Also, just because you can see into the future doesn't mean you're going have to reflexes to always get out of the way, its not like this psion is gonna have a 5 minute window where he knows everything thats gonna happen, more like a fraction of a second. The way I'm thinking the spells work, is basically giving you a huge evade where the attack never hits you, mind you thats melee, skills, or spells, which would make it unique in that its not going to be as affective as p-sphere stopping skills, not as good as electrostatic or whatever ability at stopping normal attacks, and not as good as anti-magic shell for stopping spells, but the benefit gained is you can stop all 3.

Infinity Posted 18 Aug 2005

I agree to a certain point. I think a negative mana would be good enough because like anti-magic shell and eletrostatic there is no negative effects. You cast it or alter it and its done untill it wears off. I do agree that the psion would have a split second to avoid the attack. Like I wrote before, it should not work often and when it does, it should drain mana. A certain percent would make sense. The more often a psionic is able to see into the future the less mana it should ultimily take. As for the post I posted earlier, that was not for Rahvin, it was for you Merriam.

Merriam Posted 21 Aug 2005

I was posting in all seriousness. I'm obviously outclassed by everyone else, and I only get shutdown anyway. It's the main reason I've not posted on realm anymore, in that I hate getting told what I say is not productive, mainly by you, Infinity. People could at least challenge me on what I've said and build on it, rather than simply calling it counterproductive and a nuisance.

Merriam

Brywing Posted 24 Aug 2005

(Bare With Me Please)

Precognition would be a very nice remort spell, how about it takes a chunk of mana every time it is used and move per tick to balance it out? Psionic has a move restore and he'd have to learn to be careful to obviously avoid losing too much mana and move and therefore dying. The move drain would be a useful way to use psionic move points which i never run out of because how in the world is a psionic going to use 1300 move points? So it won't kill psionics in the move dept. Psiblast takes 5-10 move and thats the only thing that really uses move points that a psionic has in his or her repertoire.

AND, say when it's activated it uses a good chunk of move to keep it running every tick (half-tick, or more often as needed) and smaller chunk of mana every time something is evaded or saved, and it would be physical attacks evaded only. with spells this ability could give some saves (not too much, but a difference. no blocking spells, just trying to prepare for them a little)

being able to set it to a higher level could come with time, obviously it would be a high-ish gen/level remort spell anyway but as you gain gens you'd be able to set the move drain higher for better effects (say start at gen 5 with a visable, but fairly crappy evade and sav bonus, then as you progress to gen 10 it gets more effective per gen because you can set the amount of move drain heavier and give more chance to evade and more saves (there would be a limit, similar to mana shield, except you can't set it higher than "50%" when you get it at gen 5 (or whenever you get it). at gen 6 "60%" max, and then at gen 10 the ability can be set to "100%" effectiveness, not to say it will work 100% of the time, but that it's to it's max effectiveness at gen 10 and you can't set it higher) to correspond accordingly so it's not a bonus without cost) the more effort that's put into it the more physically draining it is.

if the psionic can't handle it maybe they can set it below 50% once they've reached gen 5 so they can use it in the first place, but in no way would this be a spell that could be used before gen 5, and NEVER a mort spell. sorry kids you must work for this one. (and it would kinda suck at mort levels anyway with the move drain)

Basically the gen bonus is you gain the ability to set it higher. (with more move drain) as you gen up.

what do you all think?

Crescendo Posted 24 Aug 2005

I don't think it should drain solely move points, the entire point of the spell is that you get a major benefit for a drawback. Losing only movepoints as you said Bry doesn't really cause a problem for the psion.

Crescendo Posted 24 Aug 2005

I don't think it should drain solely move points, the entire point of the spell is that you get a major benefit for a drawback. Losing only movepoints as you said Bry doesn't really cause a problem for the psion.

Crescendo Posted 24 Aug 2005

Oh, if you really really want it to be just move, the drain would have to be insanely large, like after ticking the psion has still lost approximately 200-300 move points.

Brywing Posted 24 Aug 2005

if you check… it's not just move points, mana every time it's used as well

Brywing Posted 24 Aug 2005

my move is only after endurance and cap boost (phyz spell). but please evaluate and suggest rather than just try to find problems that are not there.

Crescendo Posted 24 Aug 2005

Ah, alright. So long as theres a mana cost I think it'd be balanced, mustve missed reading that. I'm not trying to find problems :) just make sure the spell wouldn't get imbalanced.

Brywing Posted 3 Sep 2005

actually having a set amount of move locked up for it, like a borg prog would be better to balance this trigger. say to start it locks 250 move at 50%,275 = 60%, 300=70%, 350=80%,400=90% and 450=100%, thats a huge drain so the psionic has to keep on his toes. and say every something is affected by this it uses 1 mana. considering how many attacks in tempus there are per battle, if this were much more expensive depending on the effectiveness this could be very draining for the psionic and not worth it. (if i lost half my mana in like 5 rounds… yeah) testing would be needed to determine the exact drain that is balanced.

Brywing Posted 4 Sep 2005

maybe even a psionic remort trigger could be the ability to convert move into mana. it would probably be a low gen remort trigger (this is definately not something that should be made mort accessable. just because it wouldnt be special to psionic and it wouldnt encourage people to play psionic. no idea what it'd be called, that is up to you coders. :-D

Fire Posted 12 Sep 2005

I could see this being something that - rather than draining mana - would be something that would help you avoid attacks rarely, but still avoid them. Like say, every 10th hit is avoided. About half, 1/3rd the frequency critical hits and landed.

This would make it not an amazing gain, like electrostatic, etc, but still a nice bonus to a higher level remort psi.

Infinity Posted 18 Sep 2005

Yea! This post got somewhere. All because of a posative attitude not to mention no negative no point post (well at least at the end). Lets see it put into effect! Even Fire agrees! woot

Brywing Posted 11 Oct 2005

Even if nothing more was added, maybe if psychic feedback could be put to 11 damage returned or maybe even it could be a limited effect where only so many hits would be fed back before it faded at a 21 ratio.

Currently it seems that about 13 damage is returned and this is made pretty useless from the fact that psionics have so little hp to start with, since they have to take damage to do 13 of that damage back.

Going through a gen 10 psionic's hp would only deal 300 damage back and psychic feedback works quite a bit less than 100% of the time.

A powerful Psionic should be able to feed that pain back to the enemy and even amplify it.

Maybe a good psionic remort trigger would be instead of triggering the mind to be !Pain, it would make the mind and body feel more pain. Either a damage amplifier or something that temporarily reduced the amount of damage reduction that the person it was triggered on has by 15-25%.

Tereus Posted 5 Nov 2005

Here it is…I also have tried to play psionic as prime. It is all about playing style. As Dyne once said. "It is all about the skill of the player, not the class or race or anything to do with it." I can agree to a certain point. However most people here at tempus would like to see a change or addition to psionics. Reptile and Fire are both on track here. Personally I do not think a psionic should get all of these triggers posted but getting a few would balance out psionics and physics a little better.

Psychic Feedback works fine the way it is, as do all the other triggers psionics have. I love the idea of the complete oppisite of !pain. Is this not what psionics do now, pretty much psi screw with mobs and players. Being able to enchance the damage they can do would be a great trigger. I do not think it should last long. It could last a little longer then vampiric regen. A cleric gains hps back for the first 5 attacks. For the psionic, he/she could do a higher % of damage for a small peroid of time. Maybe for the first 6-7attacks. This would include normal attacks with your weapons. I also like the idea of being able to mind control and see into the future. I think everyone has done well here posting. Lets see what happens. I want to see what Essah has to say about all this, she is the only gen 10 psion I know of…

Tereus Posted 5 Nov 2005

O yea, that reminds me, Sidekick should be taken from barbs so its a ranger only skill and improved. You learn it after sweepkick and when you miss you fall to the ground…with that negative effect it should do much more damage and keep them down a lil longer…back to psionics…

Timeless Posted 7 Nov 2005

Random idea:

Psychic Static - The Psion creates a noisy 'static' in the minds of everyone around him, making it difficult to hear oneself, and as a result making it harder to successfully cast spells with a verbal component.

Take from it what you will.

Acid Posted 9 Nov 2005

I wish I could apply reverse gravity well on skirts and sun dresses.

-Acid, you're just jealous cause I thought of it first.

Tereus Posted 11 Nov 2005

Slippery Mind- When this is triggered, triggers, alterations, and spells are harder to land on the psionic. Basicly nothing but more saves.

Project Force- This is the ability to control force onto a certain area, restricting the mob/player for a short ammount of time allowing the psionic to get an extra mind augmentation in.

Sense Danger- (see above, precongtion) A high gen psionic would be able to sense the danger right before it happens. This could work a few ways. Deflecting the attack with force triggered from the mind. This would subtract a % of move and mana considering the psionic physically moved and used force by manifesting mana.

Read Thoughts- This only work while on the same plane as others. It could also work as a in the same room only. The psionic would be able to hear random whipers from player to player or tells.

Adapt Body- A psionic would use this trigger to alter mind and body to adapt in his surroundings. Possibly protection from cold or fire.

Astral Projection sounds awesome…would have to be a high gen trigger.

Levitation- basicly fly…hover, you get the idea.

Hypnosis / Mind Control- a charm were the player/mob would be able to avoid with a saving throw verses psi

Red Posted 15 Nov 2005

Psychic Annihilation - Instantly kills a player, kind of like /slay.

Narcissus Posted 21 Nov 2005

Psychic feedback has one problem to getting changed, a problem which plagues alot of the rest of the skills on the mud. If you bring psychic feedback up to a 11 ratio psions become insanely hard to pkill without it becoming suicide. However, even a 11 ratio isn't going to do much against mobiles who have many times the hitpoints of players.

I've said it a million times before, and I'll say it again as this is just another example of a problem that needs to be recognized and fixed. PvP damage needs to be globally reduced. If mobs average 5x the hitpoints of players with the same given class/level/gen, then PvP damage needs to be dropped to 20% (read 80% reduced) and tweaked from there, probably to decrease the amount of reduction to account for everybody being armed to the teeth.

Then, we have a psychic feedback that works equally (read balanced) on players and mobs and it can be modified into the realm of the useful.

Precognition is a great idea, a psion should have an idea what is going on in his/hers opponents mind during combat to help the psion try to stay one step ahead of the game. Do psions really need more damage reduction though? That's what this is, more damage reduction. They have nopain, they have dermal, they can heal ALL of their attributes. But, back to the subject however, I feel some of the "drawbacks" people are suggesting are pretty far from reasonable. Vitality is one of the least necessary attributes in the game, and it is also one of the most readily replenishable attributes in the game. I'm sorry, but unless we're talking about this skill leaving a psion with 200 max vitality then we're not really talking about a drawback. The idea of "dodging" the attack meaning it does damange to mana instead of hitpoints at a baseline 75% reduction is… Great! I want it on my mage too :P In all seriousness though that doesn't really make sense. You're not blocking an attack with your mana, you're basically reading thoughts. A thought is a thought, no matter how much damage the thought of a lightning bolt may be compared to the thought of a punch, it's not going to take more "energy" to read the lightning bolt thought than the punch thought.
To keep the skill on track with making sense in it's mechanics and maintaining some balance I suggest a sizeable loss to both maxmana and maxmove while it is in effect, without the cost-per-dodge junk. OR Have this skill work more like, pardon the expression, Spidey-sense. This would make that first aggresive attack toward the psion known to the psion to give them a good chance at avoiding it. Because it's not in-battle effective the cost doesn't need to be so high, but the total benifit isn't that much reduced, as alot of the nasty skills are only good as openers (stun, backstab, hamstring, psychic surge, etc. etc.) and these are the things that you'd really want to avoid compared to lightning bolts and such.

Kakarot Posted 22 Nov 2005

the idea your proposing narc is kinda like what evade is meant to do from my understanding…dodging that first aggresive attack which in most cases helpful…and i agree that most of the skills listed recently are not need for psion…you guys are trying to make them super powerful… things like slippery mind and project force are not needed…if you are part psi you have psi shield and resist already…if you want things harder to land on you raise your saves…and project force is just pointless to have…psions dont need that spell…adapt body sounds like it should be a ranger spell cause they are one with nature…

i think that other classes need to be looked at before they add anything else new to psion…look at merc and knights, thief also could use a couple of tweaks…ranger is in the same boat…psion is among the top classes right now in terms of everything but hp

Infinity Posted 27 Nov 2005

Kakarot, how many prime psionics do you see? Kakarot, how many psionics do you play? Kakarot, do you have a high gen ranger thief and merc? The answer is no no no no no. What do you know about it if you don't play those classes. Psionic needs nothing and has the best of everything you say besides hp? Wow, that is far off. But instead of telling you how much you do not know about something you don't play I will prove to you what I mean. Yes I can agree that merc and other classes need some tweaks but don't come post some bs without any proof. You simply stated a opinion with no back up…? As for psishield it can be removed with psishatter and it only blocks other psionics attacks. Which is nearly noone. I don't mean to sound like a prick but next time you post, post about a good knights or something you know about. Psionic prime is the weakest class in the game. Thiefs and Mercenary and Ranger over power a psionic by far. So if a psionic can read thoughts on the first few rounds this makes them overpowered considering a sweepkick and one round will kill a psionic? Come on…psychic surge is already broken. Would be a start just to see that fixed. Which may I add, Azimuth the man I think is working on it, along with other things. Before anyone post look at Nothings post about how to write on here, that would help alot.

Narcissus Posted 28 Nov 2005

Take a breath Infinity.

Yes Kak dodging the first hit was a thought I had. Although perhaps because it's not really a dodge, but instead a premenition which allows you to be active instead of reactive, it could be a turn-the-tables sort of counter attack instead of just a dodge. Maybe an ego whip without it initiating combat comes to mind.

I'll go ahead and step out of everybody's comfort zone here and say that psions don't have too few hitpoints.

Psions don't have too few hitpoints. Everybody else on the mud, with the exception of clerics, high gen rangers, and remort monks, have too much damage reduction. Getting an oedit with nopain is pretty standard no big deal stuff. Were I to get an oedit asking for 25% more max hitpoints it wouldn't fly. Yet they are essentially the same thing.

To appease those who would like to point out the obvious here rather than get the point, there is a reason 25% more hitpoints wouldn't fly. That is because everybody knows I can easily go out and get some nopain and basically turn it into 50% more maxhit. It is the fact that I can easily get the damage reduction that is the problem.

Over time this problem has turned the prime psion into a pile of mush. When all the classes that shouldn't have alot of damage reduction do have alot of damage reduction for a long enough time, new zones are created and old zones are tweaked to be "balanced" to that level of power. And the psion is left behind wondering why everybody else can run around with all this power and the psion isn't allowed to. Then the psion starts asking for new tools to come up to par.

The players blew up and got stronger because of access to stuff they shouldn't have, the builders build badder zones, repeat a dozen times and you have where we are now. Prime psi is a joke and look at what Lysol had to do to his big bad boss in cybertech. You can't even use your skills, that's completely rediculous, but also the position he was forced into to present a challenge.

My suggestion is to get rid of all the heroin needles, get rid of the flaxar and the spotted mushrooms and things similar. And make nopain gen 1 level 30 (or level whatever but it needs to be a remort skill). Rather than trying to bulk up psion to match the rest as it will only perpetuate the above cycle which is already (again) getting out of hand. Instead it's the rest of the playerbase that needs to be dialed down closer to where the psion is now.

Kakarot Posted 28 Nov 2005

Ok first of all you need to read nothings post cause you jumped my ass…last time i checked i was psi secondary…yea mabey i dont have the low hp like you do but i do know about the spells and everything else…

what ever happened to constructive criticism not jumping down someones throat

Kakarot Posted 28 Nov 2005

oh yea and to add to that ive been psion for 9 gens outta 10 and i do have a thief and i did have a merc which i played for 2 gens…so next time no what your talkin about before you talk to me like im stupid

Kitano Posted 28 Nov 2005

Narcissus brings up a great point. Nopain and sanctuary are far to easy to get, enough to make psions' nopain virtually useless. Sure, it's more convenient than running to the drug dealer or ecnp to load consumables, but it's easy to have enough to use whenever you need it. Those who have played long enough to amass the 40 qps it takes to get nopain on an oedit more than deserve this bonus, but it shouldn't be this easy. Maybe these things don't need to be eliminated, but instead cut down a lot, perhaps loading only one heroin needle at a time, and only 50% of the time.

And Kak, I'm pretty sure playing knight/psi is a lot different from playing psion prime. At the same time, Infinity, I've got plenty of ideas and opinions about classes that I haven't played much of. Is that so terrible?

Rahvin Posted 29 Nov 2005

I played psionic to gen 2 or 3 pre lock and then stopped leveling him about a month before the lock. After the wizlock: I have a gen 10 cyborg, a gen 10 monk, a gen 34 (i cant remember) bard, a gen 1 ranger, a gen 2 cleric, a gen 1 psionic,and high level mortal characters of i think every other class. Im pretty sure i know about the different classes a little bit? Im not saying a lot, but a little.

Psionic is one of the best classes in the game, if you can get the damage reduction, or saves. You can get past all this in 2 ways:

  1. If you think psionic sucks so much, dont play psionic.
  2. Play psionic as a secondary. I know for a fact that secondary psiblast still does awesome damage, there is no redux penalty on !pain for non-prime psionics, and most of the other spells are equally as powerfull for secondary. Look at Lysolchip, from what i've seen through arena'ing with him, most of his offensive tactics come from psionic, where his HP and behead come from Knight. Of course he uses shield mastery and the knight remort spells, but who wouldn't?

My point is, if you dont like psionic, stop playing it, and stop bitching.

Love, Rahvin.

Infinity Posted 30 Nov 2005

First of all, pre wipe and the present are totally different games. Second of all, I said mid gen psionic. Rahvin just gives more proof that psionic prime is not up to par. Reason I say this is because he suggested to remort secondary psionic. Which also leads to Narc’s post about nopain and how the game is balanced. Narc is so on target. Kak, I don’t need to post to make you look stupid and I have no intension to do so. As far as constrictive criticism goes all of your statements fall short of that. (My reply)

What you said is obviously way off. …last time i checked i was psi secondary (try psion/knight and see how you compare to kni/psi)

…psion is among the top classes right now (again, any prime psion or even a smart mage like Narc would disagree with this.)

oh yea and to add to that ive been psion for 9 gens outta 10 and i do have a thief and i did have a merc which i played for 2 gens…so next time no what your (again, don’t care about secondary psion, and as for you playing a merc and thief to gen 2, most anyone with the right set of eq could do that in less then a week. However I do agree they could use a few small tweaks. Thiefs and Mercs are very powerful, much stronger then a psion prime. Which btw has nothing to do with thiefs and mercenaries and rangers.

most of the skills listed recently are not need for psion…you guys are trying to make them super powerful… things like slippery mind and project force are not needed…if you are part psi you have psi shield and resist already…if you want things harder to land on you raise your saves…and project force is just pointless to have…psions dont need that spell… ( We are not talking bout secondary prime, this is about prime psionic. All of the above triggers are meant for remort triggers. This will in no way make a secondary psion more powerful then he/she already is, because they already gain the benefits of all of the psionics attributes. For example, there are 3 differences between a prime psion and a secondary psion. Prime gets less hps, prime has 2 worth learning remort triggers. I will end this with I do owe you a apoligie for jumping down your throat but the truth is you gave no logical reason behind your opinions like I just have. A lot of the posts here were well thought out ideas and you posted about 5-6 lines. In these 6 lines you basically shot down every idea without any reasons why.)

  • Infinity

P.S. Rahvin, no one is bitching about being a psion. Narc, I, Bladewing, Brywing, and a few others (sorry my mind has failed me to remember who) have all posted posative post to help effect tempus gameplay. Its not about we dont like it, its not about bitching. The main point realms is here is to post ideas. I like the psionic class, myself and many others would just like to see the game balanced in favor of what makes sense for the classes. Do you understand?

Rahvin's post

Psionic is one of the best classes in the game, if you can get the damage reduction, or saves. You can get past all this in 2 ways:

  1. If you think psionic sucks so much, dont play psionic. 2. Play psionic as a secondary. I know for a fact that secondary psiblast still does awesome damage, there is no redux penalty on !pain for non-prime psionics, and most of the other spells are equally as powerfull for secondary. Look at Lysolchip, from what i've seen through arena'ing with him, most of his offensive tactics come from psionic, where his HP and behead come from Knight. Of course he uses shield mastery and the knight remort spells, but who wouldn't?

My point is, if you dont like psionic, stop playing it, and stop bitching.

I guess what you are suggesting is to take prime psion out of the game and make it a secondary only…? Good point I like using your post to prove things. Prime psion needs remort triggers.

Rahvin Posted 30 Nov 2005

Ok, i'll elaborate. I guess what I should have said is: Prime psionic is one of th best classes in the game if you know how to play.

And, your not bitching? Well fuck then, what do you call this:

My class isn't as good as the others and i want it changed.

I call it bitching, maybe your just wierd.

I pose you a deal, if i play a psion to gen 10 will you stop bitching?

Tereus Posted 30 Nov 2005

Ok, lets stop this and post something good on psionics. I would like to ask where I posted my class sucks and it needs changed…? O well. I don't think bards suck, I am a bard…just trying to help out those prime psis :)

Tereus Posted 30 Nov 2005

As far as psionics go, you all have great points…is there any prime psions out there posting sigh

Tereus Posted 30 Nov 2005

O wait, I am not a bard…I have to stop drinking today. Can someone slap all those fighters on here!

Tereus (love aura) spread it!

Infinity Posted 1 Dec 2005

I never said my class sucks and needs to change! Anyway, I read every post in this thread and after looking everything over I can can that some of the things are a little far fetched. I guess psionic prime was never really meant to be a lethal fighter class. Psionic is more of a defesnsive/screw you up in the brian class. With this in mind looking over the post what does everyone think of astral projection, hypnosis, sense danger (precognition), and group dissociate (shared pain). Lets eleborate. Rahvin has agred on the shared pain which Cres has come up with. Great idea, this trigger would inforce grouping. A psion being able to channel the damage delt and share it with group members is a really neat idea. The player would have to have the group member trusted. As for hypnosis, that could be a type of charm. Sence danger (precognition) is also a neat idea. I agree some type of drain on the psionic when he/she senses an attack and avoids it. As for astral projection, thats awesome too. Should be very costful and the duration shouldn't last long. All three could be remort triggers.

Conduct Posted 1 Dec 2005

Ok… let's make sure everyone understands what psions are before we really go overboard here. A psion's greatest ability is to prevent another mob from hitting them. And this ability comes from patience on the part of the psi. If you try to play a psion as a fighting class, you're going to whine about it because they don't have enough hitpoints or whatever. If you flood/stun a mob as a psion, they become putty in your hands. And if the mob isn't flood/stunnable, then you're going to have to flee and come back into the room to finish off the psifucks. For those who haven't really checked out the power of the psifuck, let me give you some numbers.

Gen 1, level 40 prime psion with the proper spelldown of a mob can do -10 dex, -13 hitroll and -3 str. Now throw in any kind of attribute lowering skills from your secondary, and the mob has now diminished greatly.

Gen 5, level 40 prime psion can do -12 dex, -15 hitroll and -4 str.

Gen 10, level 40 prime psion can do freakin' -14 dex (!!!!), -17 hitroll and -5 str.

Reducing a mob's base dex from say 20 to 6 (or even 10) is an amazing difference in the amount that you get hit, not to mention have you a spell that keeps knocking the mob down for 2x damage, and you have a power skill (psiblast) that is basically only attribute driven (meaning damroll plays very little/absolutely no part in it).

While I wholeheartedly agree that psions need some other little bells and whistles as you progress through the gens to keep things interesting, and we have the start of some good ideas on this thread, but make sure you guys keep in mind as to what psions are on Tempus, and try not to twist them into something they're not.

Infinity Posted 1 Dec 2005

Awesome recap. Those numbers are a huge help indeed. Like conduct says, there are some really good ideas. In the case the psionics are defensive and they are modavated to not get hit I can see why some of the triggers would be overboard. With this in mind, astral projection and some others are the only one that make sense to me.

Brywing Posted 2 Dec 2005

There actually are psionic posters around everyone! :-D

I'll recap some of my previous ideas about psifucks that i think got lost in the flow.

Pain Sensitivity: "a psionic remort trigger would be instead of triggering the mind to be !Pain, it would make the mind and body feel more pain. Either a damage amplifier or something that temporarily reduced the amount of damage reduction that the person it was triggered on has by 25%." Wouldn't last longer than nopain but would be a great psifuck.

Making Nopain a remort trigger would greatly balance the class and maybe the game. However if thats not an option then maybe reduce the amount of redux secondary psi gets, I think dermal already does this. They are less adept at shutting the pain out.

Lessening the amount of sav_psi in the game would make psionics effective PvPers again. TOO many things give you -sav_psi, from chips to armor and many things inbetween. cres managed to get -70 or -80 i believe. No matter if a psionic is gen 10 or not, the ease of getting -sav_psi makes it VERY difficult to do what is a psionics signature. Psifucking.

We don't really need lots of new triggers, just a balancing out of the ones we have.

Crescendo Posted 2 Dec 2005

-87 thank you very much! But yeah, I think the largest problem with psi is the fact that they have no way to apply all their psifucks fast enough. Any other class generally only needs to use 1 or two debuffs to really take on a mob, if you want to screw with a mob as a psi, off the top of my head you have to weaken, spasm, vertigo, clumsiness. And that is just debuffing and doing nothing else, resists really screw with this as most psionic spells are fairly easy to resist (except motor spasm, oh dear god not even I can resist that when its cast on me). It would be fine and dandy if the game was based around killing singular strong mobs, but the fact is its more about killing a lot of weaker mobs fast in order to keep pace with everyone else. If you could give psions a way to apply multiple spells at the same time, then they'd be perfect IMO.

Brywing Posted 3 Dec 2005

Even if the game were about killing singular mobs, spelling a mob down (esp a powerful one, since they're impossible to flood) takes so long that a psionic is dead before they can finish.

Infinity Posted 3 Dec 2005

I agree. This is why the post about astral projection and psychic barrier come in. Not to mention cell deterioration which would break down the cells, oppisite of cell regen. Astral projection being the high gen remort trigger to help not get hit as often. Also, cell deterioration would work nice, breaking down the cells which would not only do damage over time but also -str so when they do hit you it wouldnt hurt as badly. Psychic contamination would be rather helpful to lower the save psi without being an agressive attack. Could work much like relax. This could also make them feel more pain so to speak. Increasing the damage delt. I guess a psionic doesnt really need anything to do tons of damage but help lower the mobs abilites more then any other class in the game. They cannot slow a target but could have thier own unquie way to increase damage by lowering the targets damage reduction.

Brywing Posted 5 Dec 2005

What would really just be best as cres said would be

1) Somehow making sav_psi less effective (less of it or need more to make it work)

2) And a remort ability that allows the psionic to prepare a number of abilities onto a single command and then unleash them all at once. Allowing a powerful psionic to overcome the slowness casting of 4-7 needed psifucks in combat.

ex.

Names: Psychic Vortex, Mental Storm

Level: Level 45 gen 6-9

Effects:

This could be made easier to code than some other options and fit well in the game if it is coded so that it would be a bunch like a monks combo except with psionic triggers.

The combo should get longer with gen and or better trained. Probably harder to resist as well.

Cast: Weakness, Clumsiness, Vertigo, Confusion, Amnesia, Motor spasm, Pain Amplification*

Gen 6 it would have: Weakness, Clumsiness, Vertigo, Confusion

Gen 7: Weakness, Clumsiness, Vertigo, Confusion, Amnesia

Gen 8: Weakness, Clumsiness, Vertigo, Confusion, Amnesia, Motor spasm

Gen 9: Weakness, Clumsiness, Vertigo, Confusion, Amnesia, Motor spasm, Pain Amplification*

Cost: I was thinking it would cost a good chunk of move for the mental effort made. Probably a set amount of mana as well, alot of course, but a relatively set amount.

*If it gets put in :-)

Rahvin Posted 5 Dec 2005

someone mentioned the ease of getting sav_psi, i can argue the same for monks. as far as i know, pinches are saved by dex. does anyone argue that it is hard to get dex?

Kitano Posted 6 Dec 2005

I agree with Rahvin on that one. Red throat guards are easy to find, how fair is that for knights? Three physics discs gives a quick -30 sav_phy, and there's a lot of eq with sav_spell. If you equip yourself, you're going to have to make sacrifices. Crescendo has a lot of sav_psi, but maybe he doesn't have as much damroll as he could (just an example, cresc).

Anyways, not everyone has as much sav_psi as Crescendo. He's a big badass, but he worked hard to get there, so why shouldn't he be? I'm the same level/gen as Lysolchip, but in no way do I presume to be as strong as him. Oedits, ambrosias, perfect rare eq, not to mention experience, make him much stronger.

Also, psifuck should be pretty easy if you just go thief. Stun/flood should give you all the time you need to do your damage. Of course then you'd probably have a harder time leveling.

I do think a trigger that lowers sav_psi would be a good idea, though. Also the one that increases pain sounds cool. Both fit perfectly into the psifucking model.

Kitano Posted 7 Dec 2005

So, messing around with Brywing in arena has kind of changed my mind. The gen/level difference between us isn't that big, but his triggers almost NEVER hit me until he managed to get me to sleep. I don't even have all that much sav_psi. I don't know if there were other factors affecting the success of these, but it didn't seem very good.

Infinity Posted 8 Dec 2005

So true. Give psionics a trigger to help them not get hit as often and a trigger to applify pain and give + save_psi would help make the balance for those who play psionic. Astral Projection and some type of pain applifier trigger. I don't think that a psionic should be able to have a type of combo using psi downs. Thats just a negative to playing psionic but having those great triggers to lower a mob.

Narcissus Posted 8 Dec 2005

I don't think any saves can touch the ease to aquire of save_spell if we're gonna start talking about too many saves. But I'm probably just an old mage that likes to bitch about Magey aches and pains.
Anyway, more on topic, all in all I think there is an overall overabundance of things that give save_anything, ac, damroll, and effects (haste, adrenaline, telekenesis, dam reduction, etc. etc.). The only thing I don't think there is an over abundance of is hitroll. Hitroll seems to be right where it should be to this geezer.
All that stuff needs to be taken off the items and the power of the effects given back to the classes that wield them. Imagine how much more attractive psion would be if everybody didn't have access to adreneline via. equipment. I could go on for paragraphs about equipment-available buffs and how it goes hand in hand with class complaints. I often hear complaints about lack of grouping and how nobody cares about the newbie. Wake up call.
We don't group and we don't care about the newbie because neither offers any value. Why am I going to invest the time into a newbie? Aside from personal satisfaction, just being a nice guy, or kissing immortal ass, there are no other reasons. Especially a newbie psion? Guiding a newbie psion along takes alot of time and patience. The only other possible reason would be if the newbie should stay on Tempus, and their class was useful to me. Right now, there is no class or combination of classes that I feel would greatly benifit me to group with. It would be nice to have this or that along, but I do just fine on my own. I am self sufficient, and that is a huge problem on tempus that I could not emphasise enough. I can get plenty of buffs from my equipment to let me solo nearly the entire mud, and I am very far from unique in this fact.

I'm pretty sure I've said it before. The problem is not that psion is too weak. That is an illusion cast by the real problem of everybody else being too strong, with over the top equipment that makes the effect-driven classes (such as psion) arbitrary.

Lysolchip Posted 9 Dec 2005

I completely agree that saves are way too easy to get. I think mages and psionics are really good classes, but PvP, they're pretty bad because of the ease of saves. Most gen 10s have a huge amount of sav_spell and to a lesser extent, sav_psi. I mean there's an item in the game (cryohydra fang) that gives -25 sav_spell, -15 sav_psi, -15 sav_chem, and this is all on 1 item! There are numerous items that give -10 sav_psi (pac man, golden ring). Damballahs give -15 sav_phyz. You don't see numbers this high except for AC. And of course, enchant gives -4 sav_spell and -4 sav_breath.

The difference is very prominent when comparing psiblast and scream. Although not exactly the same, both of these powermoves are based on gen/level with little regard to damroll. And, at least in my experience, scream is far deadlier PvP than psiblast is simply because not too many people have much sav_breath.

Anyway, I wouldn't be opposed to removing saves completely from the game. (It'd certainly make taint a lot easier to land and a lot more useful).

Timeless Posted 9 Dec 2005

Removing saves is the wrong way to go about it. I would LOVE to land my spells more often too, but in the end I am using saves to protect my ass from stun and debuff in PvE.

A better alternative would be to make a player skill/feat that anyone could find the trainer for and train that makes their spells harder to save. Not impossibly hard to save, but definitely enough to give those super-savers (like Cresc's average of -50… shudder) a reason to think twice about PvP.

Although this also leads to more one-hit kills, which seems to be one of the protests against PvP right now. Hrm.

Take from this what you will.

As for Psion, I think a combo-style debuff would be pimp. Throw in some demi-damage skills (Ego Whip, Motor Spasm, maybe a few uncreated ones…) and you got a winner in my book.

Narcissus Posted 9 Dec 2005

Thank you Timeless for mentioning one hit pkills, so that I can continue beating on my drum about how PvP damage simply needs to be reduced.

A lesser amount of PvP damage (atleast down to 50% if not 10%) will also allow the global reduction of saves without it being so detrimental to player's chances of survival.

There is no reason a pkiller shouldn't have to work for his kill, and there's every reason why a victim shouldn't just be splattered in one fell swoop.

Rahvin Posted 10 Dec 2005

Azimuth once asked something like 'what would you all think if at the next reboot you had 7 times more hit points.'

when we asked about if damage would be increased, and he said no, it got interesting. through the conversation, the player base kind of devised a hypothetical system that looks like this:

Players have 7x as much HP, but damage is kept the same. To avoid just fleeing and recalling, you would not be able to recall for a set amount of time (most likely the time would be a variable to your gen compared to your attackers gen i.e a gen 1 attacked by a gen 10 can recall much more quickly then a gen 9 attacked by a gen 10.)

This would make people have to hunt their targets, and stick it through to a fight.

Kitano Posted 11 Dec 2005

I think everyone's got a lot of good points, and I don't really know where I stand. I think that a gen 10 should be able to kill any gen 1 with no problem. I think 3 gen 1s should be able to kill a gen 10 with no problem. While the former is the case now, the latter is definitely not. With massive AC, saves, defensive skills/spells, the gen 10 would probably kill all of the gen 1s unless they had some great strategy and luck.

The mobs in this game are way stronger than most players. The strong ones have 20x as much hp and can standing annihilate, not to mention often being assisted by other mobs. In response, players get amazing defenses, which makes the balance just fine I think. -300 ac, 75% redux and whatever class spells/skills you have to dodge or block attacks gives you a fighting chance against these super-mobs, but by balancing mob combat, PvP gets very unbalanced.

The focus of the mud seems to be exploration and socializing, not player killing. I can't even remember the last PK I've heard about was. I think this is great, but also kind of sad. I've never really been much for that aspect of the game, but I must admit, it did add something of a thrill. It's just not the same in arena.

I really said nothing in my post. Oh well.

Timeless Posted 13 Dec 2005

Wasn't this post about psion?

I just had a weird thought about a psion trigger that causes direction inputs to be random. How evil would that be?

Or how about a psionic skill that caused the opponent to stand in place, lost in their own thoughts, until attacked? Would be a good way to get through guardians of the boss mobs of the game.

I'm really just throwing things out to try to get this thread back on track.

Narcissus Posted 14 Dec 2005

I fully agree that because balancing has been done with player vs. mobile in mind it has throw player vs. player entirely out of balance. An increase in players hitpoints and an increase in mob damage would take care of it. Or an overall decrease in pvp damage. Either one gets the job done just fine. Upping hp and mob damage might be easier done, but then again I don't really have a place to say what would or wouldn't be easy to implement. I really would like to see one or the other though.

I like the idea of having directional inputs screwed up by a trigger. This could probably be wrapped up in the confusion trigger. And it would go hand-in-hand with the new tools that could be implemented with a pk that required actually fighting your opponent.

A psi trigger 'suggestion' could be neat as a one time charmed command.

trigger 'suggestion' nothing pimpslap nevermore for example ;)

There are a couple of triggers that currently work on the principle of causing the target's brain to release certain chemicals to produce certain effects. Adrenaline for example. But if you whip out your neurological handbooks you'll see that there are lots and lots of different mind altering self-produced chemicals that could also be tapped into and leveraged by the psion.

I still think however that some of these new skill possibilities needs to take 2nd priority to taking care of what psi has available right now. Such as moving nopain to a remort spell, and making remote psidrains something only primary psions can do.

Brywing Posted 2 Jan 2006

I was thinking and a trigger that would be massively useful would be a trigger that speeds up a psionic's mental process, Not something that makes his Int go up but something that essentially reduces the waitstate after psionic triggers and skills, such as clumsiness and weakness.

Adrenaline is good but doesn't it just affect attack speed for physical attacks? Maybe if a remort version of that were implemented, where it wouldn't be haste or other speed spells, it would just affect mind attacks (triggers, some skills).

Kitano Posted 7 Jan 2006

I think everyone's got a lot of great ideas. I like the directional input confusion and Narc's "suggestion" suggestion (hah!). But, isn't that just a more versatile id insin? All I could ever see using that for is to make a mob attack another mob (aside from fun in holy square). I suppose it would change things around a little, going off !charm flags instead of whatever id insin uses.

As for Brywing's speed comments, I'm not sure what faster triggers would do. Is this assuming the mob is !sleep? Because if you land melatonic flood, that mob is pretty much at your mercy. I was also wondering, can you use triggers on mobs while they're fighting other mobs (via id insin) without them turning their attention towards you?

Here's another psi idea. A psion can have a trigger, perhaps called euphoric aura, that powerful psions can activate to exude peaceful energies that quell the violent urges of aggressive creatures. This would take considerable mental strain on the part of the psion, causing mana and move to tick down while the trigger is in effect, and even more, maybe the 50 mp and 10 move of a psiblast, every time it stops an attack. This is a pretty hefty price, but the psion will be able to walk through Astral and La'Mogra with impunity. Chill with Tkk. Places like level 1 hell, however, might be a little much to handle, with hordes of aggresive devils hounding you at every corner. This should give the frail bodied psions a little more breathing room in some of the tougher zones though.

Brywing Posted 8 Jan 2006

D&D "Psionic powers" cut and paste, directly from the books.

There's lots more I'd love to post but I don't want to make this too long.

Disclaimer: All material below is Copyright 2006 Wizards of the Coast, Inc.

Astral Construct Metacreativity (Creation) Level: Shaper 1 Effect: One created astral construct Duration: 1 round/level (D) Power Points: 1 This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn. Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.

Inertial Barrier Psychokinesis Level: Kineticist 4, psychic warrior 4 Display: Auditory and mental Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 7 You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain damage reduction 5/–. Inertial barrier also absorbs half the damage you take from any fall.

Precognition Clairsentience Level: Seer 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 1 Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired.

Precognition, Greater Clairsentience Level: Seer 6 Display: Auditory and visual Manifesting Time: 10 minutes Range: Personal Target: You Duration: 1 hour/level Power Points: 11 As precognition, except as noted here. You gain a +4 insight bonus instead of a +2 bonus.

Vigor Psychometabolism Level: Psion/wilder 1, psychic warrior 1 Display: Material and olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level Power Points: 1 You suffuse yourself with power, gaining 5 temporary hit points. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones. Augment: For every additional power point you spend, the number of temporary hit points you gain increases by 5.

Brywing Posted 8 Jan 2006

Precognition, Defensive Clairsentience Level: Psion/wilder 1, psychic warrior 1 Display: Material and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Power Points: 1 Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply. Augment: You can augment this power in one or both of the following ways. 1. For every 3 additional power points you spend, the insight bonus gained increases by 1. 2. If you spend 6 additional power points, you can manifest this power as a swift action.

Precognition, Offensive Clairsentience Level: Psion/wilder 1, psychic warrior 1 Display: Material and visual Manifesting Time: 1 standard action; see text Range: Personal Target: You Duration: 1 min./level (D) Power Points: 1 Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls. Augment: You can augment this power in one or both of the following ways. 1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1. 2. If you spend 6 additional power points, you can manifest this power as a swift action.

Rage Posted 26 Jan 2006

AWESOME, way to bring back the psionic post Brywing. I agree 100%! Right back on track. As for player v.s. player….I like it how it is too. So what if you can die in one hit. Its the truth, look at it from a perspective of real life and the way people fight. Armor, swords, come on! A skilled person can kill just about anyone in one hit. Why should a dagger stabbed into a stunned persons back not kill them? A dagger in the back and through their heart! Or a high pitched scream blowing your head up! I would like to see anyone withstand some of the thigs we do on this game! Yea anyways, psionic would be much funner and more balanced for a prime with some of these ideas immplimented.

Brywing Posted 2 Feb 2006

Three ideas

Pain Amplification - This trigger increases the amount of pain a mob feels. Maybe based on gen.

Psychic conductivity - reduces the sav_psi of target by making psychic triggers conduct through the target's mind easily, as if through a wire.

Precognition - Gives saves against any spell/trigger/alt because the psionic has a split second warning something of that nature is coming.

Cast Posted 2 Feb 2006

try this!

THE Sharlingan eye! the player with this skill on, will be able to predict the moves that his/her opponent makes, and will be able to copy the move exactly as the opponent. because this skill require a lot of concentration, the player will be stuned after 30mins(tempus time)of constant uses of this skill.

Brywing Posted 3 Mar 2006

Interesting concept but maybe the psionic could have auras in a sense, rather like the mass hysteria trigger they have. except it would be constant.

Psychic Auras Example: Mass weakness - Remort trigger - All mobs in a room are weakened as per the psionic's trigger and how it's calculated. The drain to stamina is significant, maybe 1.5-2 times normal energy leak.

This can be applied to others, ex. Mass vertigo, Mass confusion, etc. None of these would actually deal any damage. Just affects.

Non aura triggers Mass amnesia - Higher gen remort - This is not an aura but a one shot at all the mobs in a room to cast amnesia at the same time.

Remort triggers Pain amplification - Subject feels excessive pain when they wouldn't normally, A temporary lowering in any damage reduction of the target. Duration probably comparable or less than nopain.

Tereus Posted 23 Mar 2006

It seems as if the owners of tempus agree that psionic is a class that should only be able to really screw up targets stats. Right now they do a good job of that and have some nice benefits. I think pain amplifaction and some of the other ideas in lowering save psi is right on target. I agree 100%.

Brywing Posted 19 May 2006

Since it was brought up on the Stoneskin thread and should probably be brought over here if it's about psionic I thought I'd revive this thread. I think elric was talking about something that nulls !pain, I bring attention to my idea earlier on this thread of Pain Amplification as a remort skill.

this would only reduce redux that players or mobs have but it would reduce it maybe 25% Similar to !pain %wise except opposite in effect.

also a trigger that lowers sav psi sounds nice.

Elric Posted 22 May 2006

Yeah see, you need a trigger that overwrites !pain, because you already have a trigger to cancel non-permenant versions of !pain (null psi of course).

So I reckon it's a debuff you apply to a target and it essentially means you ignore !pain on a target.

THAT's What I'm talking about! That's the shit right there that would make playing a prime psion worth playing. It has to be able to be applied to mobs that have the !pain affect as well to make it useful.

Now you could do it exactly as I described it and make it a high-gen trigger, or you could do it as a scaleable trigger and get it at gen 1, with it only nullifying a small percentage of a targets !pain; it would of course increase the amount it nullifies per gen.

I'm more of a fan of the whole hog approach and give it to a gen 9 psionic. Make this a comparable trigger to the spell taint gen-wise.

Tereus Posted 22 May 2006

I agree, high generation trigger for a psionic allowing them to applify pain rocks. Could allow a larger ammounts of damage to be delt the higher generation the psionic. Pain manifestion or something. Would be very interesting if it also took away save psi.

Cast Posted 23 May 2006

how about making a spell for psi to make the target lose half of their sav_psi, it would last probably the same as locust, and it will decrease as u gen up and become more threathing

how does that sound?

Elric Posted 23 May 2006

Losing half their save-psi is either going to be really crappy, or way too powerful depending on who you're casting it on. :P

I think Crescendo had something like -80 to save_psi, whereas Magnus might be lucky to have -10. You're suggesting a trigger that would only take away -5 from Magnus, but -40 from Cres.

A trigger that applies a specific negative to save_psi would be good; it's essentially a reverse of psychic resistance, which if I remember correctly boosts your save vs psi. Psychic vulnerability.

Kitano Posted 23 May 2006

Only seems fair that if psi gets this, mages get something that lowers sav_spell.

Cast Posted 24 May 2006

I think mages should get it cuz they can hardly be able to stun any player without trying for like 5 times. that's y it's so hard for mages to pkill others even with Mshield and Locust

Brywing Posted 24 May 2006

anyone who a psionic or has ever watched someone try to flood knows the failure rate of flood at least matches word stun's fail rate. With -5 sav_psi someone can save 10 times against flood before it succeeds much of the time. Even when sleeping 4-5 times for each psionic debuff is the average which eats up mana pretty quick.

I'm not actually sure mage is a good pk class despite all of the mage/thi characters running around (mostly effective against newer characters). Psionic definately is a pk class. Debuffs are more of a psionic thing as well since buffs and debuffs are what define a psionic.

Tereus Posted 25 May 2006

I think this is a psionic post not a mage post. Mages are fine the way they are. Psionics need work hard core. If your a mage and want more spells/skill make a mage post. Mages do not need to lower saves anyway. Lets get back on psionic. Again Elric is right on target. I agree with him 100% Add a trigger that has a set ammount of +save psi to a target. You couldnt do half cuz that would not be balanced.

Cast Posted 26 May 2006

how much sav_psi do u think the trigger should take off? will the target be able to have a high chance to resist the trigger? should there be a pause that'll prevent u from doing anything for a few rounds? hehe…

Tereus Posted 27 May 2006

To answer you question Cast, I think it should have a high waitstate. I think it should allow skill/spells to do 25% more damage and the ammount of save psi that should be taken away should be gen level dependant. For example a gen 10 psionic would add 25% more damage and +25 save psi. A gen 5 psionic would add 15% and +15 save psi. Something in that area would make sense. I also think it should be a higher gen trigger around gen 5 or 6. These mixed with some of the other ideas on the last few post would make psionic prime balanced with physics, and mages in my opinion. I think the trigger should have a low duration time.

Tereus Posted 27 May 2006

I would love to see prime psionics get these triggers to make a prime psionic worth playing and balance things out a bit…

Astral Projection (gen 7 level 40), Precognition (gen 4 level 39), Psychic Barrier (gen 2 level 1), Cell Deterioration (mort), Mind Control (gen 5 level 22), Pain Amplification (gen 5 level 20)

Kind of like that time when Logic was playing prime physic and that time physics got all those new alterations. The following revamped physics to be very fun to play prime and make it balanced and worth it. For example all of these: gauss shield, repulsion field, electric arc, temporal compression, temporal dilation, vacuum shroud, and last but not least dimensional shift. That came to a grand total of 2 remort alterations and 5 mort alterations. All in which are very very useful.

Brywing Posted 27 May 2006

Thanks to everyone for all their discussion and imput on Psionic. This post makes 103 posts of making a difference!

Tereus Posted 18 Jun 2006

Just to remind you, Chaos is pretty badass thanks to the physics revamps. Why should psionic not be as balanced? If you scroll up those few triggers would really balance psions out. Astral projection would be so cool and useful. Just look at those damn bards and mirror image.

Kitano Posted 14 Jul 2006

I was wondering, when you cast Amnesia on a mob, will it still track you? If not, maybe that can be added on. When afflicted with amnesia, a mob shouldn't be able to remember who you are to hunt you down.

Caden Posted 15 Jul 2006

insert condescending phrase here - ooh and what?!

but, all seriousness aside..

I've haven't really commented on this thread, not that anyone cares

I've always thought psionic could stand for a few more remort/mort features (or even bugs as the uppers would refer to them :D ) I used to post a bunch of ideas for prime psi, much like brywing does now.. I ran the rainbow of classes to come to the conclusion that I had come to back then. Prime Psi-blast is still the sweet blast that it used to be when it came out (with much more wait state now, along with drain). I'll try and update my views since the majority of my psionic posts…

The whole !pain thing.. It seemed that when !pain got dropped from 50% to 25%, prime psi became much harder to handle, I certianly would have had a lot more trouble trying to solo oddy with the 808 HPs I had (which made conduct crap his pants btw). I seriously believe prime psionic should recieve at least 50 percent from !pain, if nothing else than having the supreme control of mental functioning (prime holy-unholy get a benefit from sanc, maybe not enough, same line of thought). Prime psionic with !pain getting the old 50% or so, should solve most of the newer problems of psionic.

Amnesia on a mob should have always caused it to not track down who did what or aggro in general.. like Thor forgetting that he was such a devout person, and wouldn't be so damn judgemental :p - it'd be nice if skills took a bit of a hit as spells, and perhaps !confi, if you don't even know who you are, or what you're able to do.. anyone who's tried to fully trigger down a mob knows that having a trigger fail multiple times usually means you're finished for a bit, I had brought up the idea of psychic invis for that purpose, easier to have amnesia do what you'd expect it to do..

Pain amp seems very reasonable to a point, I used to play with a featured version of it, really helped out, there's probably a few ways of looking at it now.. 1(one)- that the psionic themself has the affect on their char which cuts down on the redux so that the target feels more pain from the psionics attacks, and others in their group still contend with it (little to no group benefit), or 2(two) straight up going after the target, making their !pain slacking (everyone benefits from it).. I sort of see more of a innate benefit of the psionic only being able to inflict much more pain, and thus more damage..

As per the -saves talk, I remember the times hanging out with fishbone way back when, and he had a real issue with copious amounts of saves being on any object.. I probably didn't fully grasp what he was talking about until awhile later.. but in all honesty, you're talking about something that can seriously butcher a dependant class, to the point of worthless (see: prime cyborg). Saves shouldn't be super easy to attain.. An item I think fish really hated was a bracelet that gave -10 save magic, "if you get 2 of those you're basically… !mage".

Is psychic surge still broken for prime psionics BTW? It's been a while, it always seemed to me that prime/secondary was reversed, I remember Holy as a secondary psionic landing most every surge he attempted, yet with my prime psionic, I'd fail most every surge I attempted.. same seemed true for physic gravity well (yes i'm off topic, and what?!?! oooh!!! Hi Tereus! :)

As for the comment of logic/chaos Re: prime physic - This isn't a physic post, maybe you shouldn't be posting about physic stuff here (oooh pwnd!!! OHH NOES!! YA RLY!! SHUR M SHUR! LAWLS!!).. but srsly, prime phyz was cool before, the addition of the few things it attained only pushed it further to being acceptable, which i hope continues (I've always wanted to see fusion blast get thrown in :D) Not sure what the point of bringing up logic/chaos has to do with any of the physic talk thou.. Asuka used to tear the living bajesus out of everything long before any of the newer stuff was thrown in.. and by newer I mean, pretty much everything that's been included in the past 7 or so years.. yes.. It's long over due that everyone raised up and took their shirt off.. twirled it over their head like a helicopter for Asuka, who was pimpin in ways none of us could ever imagine now-a-days.. BUDO!!!

Tereus Posted 2 Aug 2006

YES! Caden knows his tempus. That is for sure. To answer your question, psi surge has been changed and broken before. Now it works again, however it is not what it used to be. Now you can surge once, and only once. Brywing was able to land about 210 surges on me. I think Caden is 100% right. A few little tweaks such as pain amplifaction, and giving prime psionics more damage reduction from nopain would totaly rock. Prime psionic would deff. be up to par.

Brywing Posted 22 Sep 2006

This is an idea Kitano had a while back

"Here's another psi idea. A psion can have a trigger, perhaps called euphoric aura, that powerful psions can activate to exude peaceful energies that quell the violent urges of aggressive creatures. This would take considerable mental strain on the part of the psion, causing mana and move to tick down while the trigger is in effect … This should give the frail bodied psions a little more breathing room in some of the tougher zones…"

I would think it would be a very interesting trigger if this worked more as a dampening aura on aggro mobs and had a heavy and set per second drain on mana AND move.

The trigger would be able to be turned on and off, no mob could aggro the player while it was active, (the player could still be pk'd however). Somewhere around an appropriate drain sounds like 5 mana and 5 move per second due to the intense mental energy and effort required to "keep the peace" The aura would not work on psionic immune creature types such as undead and robot.

This would be a remort trigger of course, becoming acheivable only once a psionic has reached around gen 8 or above.

An alternate version (but much less cool or useful) of this could be a kind of mass distraction trigger where every mob in the room would be hit with a distraction spell, the only difference besides being en mase is it would be castable in combat.

Nothing Posted 27 Sep 2006

There are some really good ideas here. I'm going to be looking back on this thread for adding some stuff to psi.

Good work Bry!

N

Nothing Posted 27 Sep 2006

Err…Bladewing…shit…sorry about that.

Tereus Posted 28 Sep 2006

Thanks Nothing, lol I posted that when my freind Bladewing aka Nuitari (Brian irl) was away from his computer. I started this thread and I'm so happy to see you agree with me. Nothing you rock!

Nothing Posted 29 Sep 2006

Some of the powers in the inital posting are grossly overpowered. A couple of them are good. What's really good in the conversation that you started which ended up evolving into to some really really good ideas.

N

Eternal Posted 5 Dec 2006

Just another thought on Psionics. I could not agree more with the hype on psionic. More prime damage reduction for psionic, prime psionics able to deal more damage after triggering the mind of a target. Psionics being able to have a chance to predict the next move and get out of harms way. Now your talking! What if psionics could absorb toughts and figure out a way to steal other classes skills and spells. It would only last for a short duration. Or, maybe highly skilled psionics could sometimes canel others spells, alterations blocking the energies with thier mind. Now that would rock!

Brywing Posted 18 Aug 2008

Wanted to bump this post to the top, at 114 posts I think it's the longest that Realms has seen and has some good ideas for discussion.

Deneb Posted 21 Aug 2008

Because the thread is so long I don't want to read it. So I didn't.

I think the psi skill set is pretty good as is, I only have a problem with psychic feedback. Feedback hardly seems to do the psion any good.

It's hard to locate where all the new ideas are within the thread, so it'd be nice to see a new post with the ideas that received the most praise.

Riffe Posted 21 Aug 2008

I agree with Deneb on that the psi class is pretty set.

I mean, Brywing– you are a current testament to how neat the class can get man. rubs wounds

Riffe Posted 21 Aug 2008

Unless…this was all a slick plot to increase posts…


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