When you play a class, you have a certain expectation of what it should do. Cryomancers should freeze things, Pyromancers should burn things, Elementalists should be able to use magic from multiple elements, etc.
Well what do Psychokinos do? Psychics are associated with mind reading, mind control, telekinesis, teleportation, and seeing into the future. The latter role is already taken by Oracle. Teleportation is present twice, though extremely poorly executed due to randomness. Telekinesis, or being able to move something without touching it, is present, though also poorly executed due to it being single target and slow. Finally, mind reading appears to be an Oracle thing and mind control is strangely a Druid thing. This one makes the least sense to me.
Thatâs fine and all, so what am I getting at? Aside from teleportation, Psychoâs only unique skill, their ability to move enemies around is extremely poor. Though I may be biased, when I picture Psychokino, I see a class that is tailored to gain advantage in battle by moving enemies to favored positions. That is, usually by bunching them together so your party can hit them, or pushing them away to keep your party safe. Right now, their ability to do that is horrible.
###Psychic Pressure
This skill appears to have very little to do with Psychics. Itâs a generic aoe attack that is currently the primary reason to go Psychokino. Even though itâs a strong skill, it doesnât fit with the theme psychics tend to have. Sure âattacking the mindâ is a tolerable excuse, but for what it does mechanically - do damage to a bunch of guys - is something anybody can do. I would prefer a different effect, but that would anger many other players since it is currently the main reason they chose this class in the first place.
###Telekinesis
This is the thing I expect psychokinos to do most. Relocate enemies. Unfortunately, it doesnât do that very well since it only affects one enemy. Not only that, but itâs slow. Just about every skill in the game that is capable of moving enemies around is better at moving enemies than Telekinesis. I propose increasing the amount of enemies it can target at every other level, and allow it to pick up more targets as you hit enemies with it. Sacrificing the damage would be fine, if needed.
###Swap
This skill is fine. The only thing I would change, and I would make the same suggestion for every other cursor target skill, is to show the size of itâs aoe radius in the targeting reticule. This way, youâll know exactly what youâll hit, instead of having to estimate.
###Teleport
Random maximum distance and random direction makes this skill a joke. Please, if nothing else, force the teleport to occur in the direction youâre facing and have it attempt to teleport the farthest distance possible if there are no obstacles. If there are obstacles, have it travel less as far, but always travel as far as possible. Another problem is that itâs in the same circle as Swap. Two teleportation skills in the same circle automatically makes players want to choose one over the other. Thereâs no interesting decision being made because the two skills are too easily comparable. I recommend moving Teleport to C2 and Magnetic Force to C1. This way, at least players can make the more interesting choice of, âIf I want this possibly better teleportation skill, Iâll have to get another rank of Psy to do it.â I would move this instead of Swap because these changes would make it more convenient to use. Therefore, moving it to C2 would make it less of an auto pick. Similar to Haste in Chrono 2 instead of Chrono 1.
###Magnetic Force
This skill is god awful. Not only does it feel awful to use, but it is also awful in practice. If youâre a game dev, you probably know what âpolishâ is. It includes stuff like, having game mechanics reflect the sound effects and the graphical animations. Iâll skip ahead. Imagine Magnetic Force dealing multiple tiny hits of damage during the lightning effect of the animation? While the zappy parts are dancing and hopping around, it clearly looks like it should be doing damage at that part. It adds juice to the attack and makes the player feel better when the attack ends in a small explosion. Nextly, lightning element! It has the word âMagneticâ in itâs name, which is associated with electricity. That adds uniqueness since the only other lightning attack in the ENTIRE Wizard tree is Electrocute. You desperately need more. I would say the same for Earth skills, but thatâs for later. Finally, a larger vacuum effect! Psychokinos are still lacking in the ability to reposition enemies well. Improving this skill can go a long way in making Psychos more playable.
###Raise
This skill is pretty cool. A little buggy, when used on other players doing other skills. The list is long, but stuff involving multiple players usually results in something weird happening. Some examples: Snow Rolling, Telekinesis, and Impale.
###Gravity Pole
This skill, imo, is the most well designed skill Psycho has to offer. Itâs a shame itâs hidden all the way up at C3! If imc could rearrange all the skills and adjust their power so that Gravity Pole could be at C1 or C2, Iâm sure many more players would like the class. The only downside is the sp cost. Why do Sadhus have a fixed sp cost on Possession with Clericâs 1.5x sp recovery while Wizards have all the % sp cost over time? Fixed sp costs over time would be far more fair.
###Telepath
This is a Psychokino skill. Imc clearly misplaced it and gave it to Druid. Please give this skill back to itâs rightful owner. Thanks. Sincerely, Psychokino 3.
In summary
Psy 1
- Psychic Pressure [offense]
- Telekinesis [offense]
- Swap [support]
- Magnetic Force [offense]
Psy 2
- Teleport [convenience]
- Gravity Pole [support]
Psy 3
- Raise [support]
- Telepath [pvp]
If I had my way, Iâd remove Psychic Pressure completely. Assuming the Magnetic Force changes I suggest go through (1. multi hit during start up of skill 2. lightning property 3. larger aoe radius), Iâll also add 4. can hit ice wall and fireball with the multi-hit part. This weakens the ice wall combo a bit since you canât just shoot forever. Since there are only 3 skills in C1 now, I could then move gravity pole to C1, and adjust it so that itâs power is appropriate at itâs current rank.
In summary, these changes would give Psychokino a stronger class identity. It puts more emphasis on their support theme, and less outright killing you. It fits the mental challenge psychics are associate with, as support is typically more difficult than offense. Ideally, it would allow it to compete against Linker for most popular R3 choice. Sorry for the great wall of text.


Featherfootâs shoes made of human hairs mixed with bird feathers and drenched with blood, hence itâs name.