Hey there.
Playing with this class, I noticed a few odd things about it. Here are some problems I bumped into and a suggestion for each skill.
Psychic Pressure
Useless in boss fights (from knockdowns, knockbacks, freeze, etc) and very slow hits on the targets. When using it, there is a good chance you will not even use half of the hits it can do in fights. Unless used on regular mobs.
I was thinking Psychic Pressure could…
Have knockdown/knockback resistance (even for bosses) then it will be useful in those boss fights. Cut casting bar in half and add those hits to remaining timer bar (hits twice as fast). The biggest problem is we have low health (we are wizards not front line tanks) and low health players don’t want to stand around too long, so cutting the timer in half makes it easier for us to deal damage and get the **** out of there.
Teleport
Used once…okay 20 second cooldown. Removed from skill bar. Places better more useful skill in its place. This skill doesn’t give anything at all (very rare moments where you tele far away) and most times you teleport near the same spot you were at…
I was thinking Teleport could…
Removes ailments or debuffs on player (freeze, bleed, poison, etc) because you are turning yourself into particles and sorting/placing them into another location. The cooldown is very long too. Maybe reduce it to 15 secs with 3 overheats. If not 3 overheats maybe a cooldown of 10 seconds?
Swap
This skill is way more useful then teleport. This is decent, however it’s very slow to use. The AoE is so small you mostly miss unless target is unaware or standing in a location for too long (most targets move). There is also something that makes my brain explode. Why can we swap so many enemies when the AoE is so small? Gathering them in such a tight spot requires too much time and isn’t reasonable. We could simple cast gravity pole and pull them in?
I was thinking Swap could…
Have double its AoE size (maybe even triple its size). This might help swap be more effective and not waste the overheats given.
Magnetic Force
Very good for PvP. However, not so good in PvE or damage. I don’t know why damage is even added to this skill when it’s very low? Also, almost everyone only puts 1 point in this skill??? This means the skill isn’t doing its job…which is to motivate or pull the players interest to add points to the skill.
I was thinking Magnetic Force could…
Hit targets 5 times regardless of not having more than 1 target in the AoE. AoE range increased slightly. Drop AoE attack ratio and add how many targets it can pull. Every 2 points adds an extra hit and 1 extra target, so max level magnetic force can hit 5 times and pull in 10 targets. Not only does it cc for 3 secs but damage and range is increased. This motivates the player to put more than one point in this skill.
Telekinesis (crashes game now too)
This would be a good skill IF the cooldown wasn’t 30 seconds and wasn’t resisted so much making it go back to cooldown for another 30 seconds. This skill also leaves you open to an attack for a good 2 seconds before you can move again after you failed an attempt to capture the target. You also leave yourself completely open for a good 18 seconds if it even worked. We all know that you really don’t have an unnatural 18 seconds in a fight to use it. Ether your health is too low from all the hits you took from multiple targets or the other players team mate cancels it. In PvP this skill is resisted a lot and I see why! (18 second duration!) This would be one hell of a cc! (thankfully it gets resisted a lot). The skill just has too many risks and even when successful you are not rewarded for the effort.
I was thinking Telekinesis could…
I had to really think a bit for this skill. I wanted to keep its cc without being resisted so it doesn’t go back on the timer without being useful. Lower max skill level to 10. Cooldown reduced to 25 seconds. Only hits 2 times. Duration only 3 seconds. Cannot be resisted anymore (now skill isn’t wasted). Each point adds 120% of increased damage (10*120%=1200%*2 hits=2400% with the attribute 2500% total). This really motivates players to use points on this. Very good damage and very small cc timer without being over the top. This skill still only effects one target so it shouldn’t be to strong or annoying. Even though this targets one enemy or player it now hits harder and faster!
Gravity Pole
Decent skill…but easily cancelled from attack (etc) and put on timer again for 30 seconds. Slow helps, but still pretty bad. I would say this is much better than Psychic Pressure for sure because you have range and on mobs it stops them. However, bosses cancel this completely and you waste a slot. You are a very easy target too. More risks then benefits.
I was thinking Gravity Pole could…
Maybe change the name to Gravity. Also change how it functions a bit by becoming an aura like effect (like a buff) that slows down targets within effect range by 30-40% (PvP only) and stops targets (PvE only). you can move with this buff. The AoE could be the size of Paladins Barrier skill at max level. Cooldown 40 seconds. Duration 10 seconds. If targets get close, pulse magnetic power that deals 150% every .5 seconds. Now the skill is movable, but the power is reduced by 63% for each hit - instead of 213% it would be 150% (3000% new version, 4260% original version). The good thing is it hits the surrounding mobs with AoE and you can move around (more mobility), the bad - it does less damage then the original Gravity Pole.
Raise
Very good skill! Too good some people would say. I see complaints about it, but these two skills are our best ones in psychokino class (PvP). If we take them away there is nothing left for this class (other than PvE). 10 seconds is pretty long, but if it were to change then we need to change it in a good way and not just reduce the cc timer and keep the long cooldown (even with cooldown reduced the cc being cut to 6 seconds or less would not make up for it). People will leave the class and reset to something else that gives more flexibility like we have been doing in the past for other classes.
I was thinking Raise could…
Maybe change the name to Magnetic Field (to fit how it functions). Magnetic Field has a cooldown of 50 seconds. Duration is 12 seconds. AoE range is 50% larger than the original Raise. Caster within Magnetic Field cannot be pulled out with any skill or leave the field! That’s why I added the 50% AoE range to give the player some mobility. All damage is reduced by 40% within the zone. Targets (not including the player/allies) within range or entering the Magnetic Field will be teleported out. Targets that were teleported out will be stopped for 4 seconds to recover from the teleporting debuff (not resistible). Targets with teleport debuff cannot be teleported or receive the effect again till it wears off (Stop effect wears off at 4 seconds, but debuff will still be on and lasts 6 seconds - this means you can cc someone 2 times for 8 seconds total). Targets that were teleported out will randomly be placed near but not in the Magnetic Field.
So, the cc is basically split up into fragments. If the target chooses to run in they will teleport and cc for 4 seconds. I think that’s not bad at all. They can simple try to hit them with range skills instead of melee or simple wait for the field to fade. This stops the long cc and gives both the caster and enemy good and bad situations. For the caster they get minor cc and defensive damage reduction and protection from close fights, but cant leave field. Enemy can choose to hit with range even if the damage is reduced instead of being cc’ed or simply wait till the skill ends. You could think of this like a clerics Safety Zone, however damage is not cancelled only reduced. They are also not restricted to a location by force and can choose to leave the zone - unlike the kino.
Playing smart you can make sure not to use other kino skills like swap and telekinesis till Magnetic Field is up. You could swap them back into Magnetic Field (after debuff effect ends) to give them the debuff again so other players/teammates can hit them. Or use Telekinesis as well. Also, you could target multiple people and not just one. (swap 2 overheat and telekinesis 1 = 3 times = three players that got the 4 second cc). I think this would give more flexibility and creativeness to a fight.
Finally done!
Thank you for reading!