Tree of Savior Forum

Psychokino does not feel like a psychokino

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.

That’s fine and all, so what am I getting at? Aside from teleportation, Psycho’s 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. It’s a generic aoe attack that is currently the primary reason to go Psychokino. Even though it’s a strong skill, it doesn’t fit with the theme psychics tend to have. Sure “attacking the mind” 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 doesn’t do that very well since it only affects one enemy. Not only that, but it’s 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 it’s aoe radius in the targeting reticule. This way, you’ll know exactly what you’ll 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 you’re 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 it’s in the same circle as Swap. Two teleportation skills in the same circle automatically makes players want to choose one over the other. There’s 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, “If I want this possibly better teleportation skill, I’ll have to get another rank of Psy to do it.” 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 you’re a game dev, you probably know what “polish” is. It includes stuff like, having game mechanics reflect the sound effects and the graphical animations. I’ll 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 “Magnetic” in it’s 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 that’s 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. It’s a shame it’s 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, I’m 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 Cleric’s 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 it’s 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, I’d 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), I’ll also add 4. can hit ice wall and fireball with the multi-hit part. This weakens the ice wall combo a bit since you can’t 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 it’s power is appropriate at it’s 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.

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Well see here’s the thing. Nobody said that Psychokinos are in fact one and the same as your Psychic Fortune Tellers. I think you’re getting confused simply by the fact that “Psych” is in the word. I get the overall Idea behind the character. What it boils down to is manipulating energy that is neither fire, nor ice, nor, air, not life energy, not dark energy. Does the class make use of a unique form of energy to fuel and facilitate it’s skills?

Yes it does.

A Psychokino, while it borrows from a lot of telepathic and telekinetic things that we’re familiar with, is not a psychic. Nowhere does it say that it is. I would understand with a class like a druid which is well established or a knight. These archetypes are well known and it’s okay to have expectations about what they can and can’t do. You’re basically telling me that Oh well A featherfoot has feather in its name so where are the feathers? The psychokino is unique to ToS and as much as you want to funnel it into being a psychic, it is not. I’m surprised you didn’t being up the fact that it has the word “Psycho” in it too because well… what are psychos associated with? Mental stuff right?

I’d dare to say that using telepathic energy to stunlock and damage people in a wide area falls into the realm of telekinetic powers.

Horrible Idea. Telekinesis, in the context of psychokinos, provides you with an attack that is the polar opposite of psychic pressure. Single target subjugation. You’re able to lock someone down and toss them around and that is pretty significant. Significant enough that it roots you in place and you’re unable to do any other actions because well, that would take a lot of concentration and channeling of telekinetic energy.

I have a very, very big issue with this. If you have a Master’s Degree in Telekinesis please let me know because as far as i’m concerned there is no one rule that says telekinesis or telekinetic movement should be fast, slow, single target, multi target, etc. The biggest takeaway here is that just because a skill or anything for that matter isn’t going according to how your entitled self feels it should doesn’t mean it’s bad. It means just that, it doesn’t fit your taste. It, however, does not mean that it is hands down bad for everyone in the general populace. There is no international unit of measurement for telekinesis and i don’t think you’re qualified to judge what is and what isn’t good with regard to that.

  1. Psychic Pressure is fine.

  2. In summary, the Psychokino is a Psychokino. It is NOT a Psychic. With regard to support capabilities, It’s skillset is pretty powerful. The wide array of CC that you can employ is quite good to be honest. If you think that magnetic force is awful then you shouldn’t even have made this post.

The class isn’t as cloudy or murky in its identity as you’re playing it out to be. Not the least bit. You can’t say that a Psychokino doesn’t feel like a Psychokino because this is the first time a Psychokino class has been introduced… so quite frankly i don’t know what your point of reference is that gives you the authority to say that.

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I always understood Psychokino as referring to psychokinesis, that is, moving things with the power of your mind. All the skills of this class fit the description maybe except Psychic Pressure depending on how it actually works diagetically.

Gravity Pole at C1 would be cool, but then they’d have to make an even better skill for C3.

What a deep discussion you have here :smile_cat:

By the way…

Well, actually there are feathers :stuck_out_tongue: Featherfoot’s shoes made of human hairs mixed with bird feathers and drenched with blood, hence it’s name.

You need to be a psycho to be a psychokino…

sorry, but it seems you aren’t Craaaaaaaaaaazy enough to be psychokino :yum:

2 Likes

Yes and that’s perfectly fine because there’s an actual precedent behind it. Then you’d be able to say well this featherfoot is not like THAT featherfoot. The title of the OP’s thread says it all. It seems like he’s played psychokino before elsewhere by some miracle in another game and it juuuuuust doesn’t feel right to him.

That’s because it is psychokinesis.

“Psychokino is a class which uses psychokinesis for its skills.”

I went fencer and haven’t gotten to build a single fence yet. IMC Pls

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I went for cryomncer but I havent made anyone cry
I went for sorcerer but I havent gotten any sauce
im sorry

3 Likes

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A clever Psychokino can fill the mobility bar all the way up…

I used to find ways of teleporting long distances (sure it can be seen as an exploit but meh!) apart from the normal “jump over gap to skip half a map circle”

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imo psychokino is kind off lacking yes, not much useful skills
it could use some improvements… here and there.

*I’d rather see psychokino at rank 2 then rank 3

  • psychic pressure is really good, but it would be more useful with less cool down.
    “passive cool down reduction” with minimum skill lvl requirement.

I’d like to see more useful skills on this class:

*transportation : select able location to instant transport to.
(basically a second teleport, not replacing the skill because the random teleport could be
useful for emergency escapes … or something like that…

*eject: magic circle is placed, enemies that gets inside the circle is ejected
high into the air by gravitational force, and crashed back down doing dmg.
(the bigger they are the harder they fall, big mobs = more dmg)
(chance to stun enemies when they land)

some other ideas i have:
(perhaps more suited for a new class)

*gravity sphere: cast a ball of gravitational energy, it moves slowly towards the target,
holds the enemy it touches and tilts the enemy slightly of the ground
holding it for [x?] seconds.

*sphere prison: draining mp to increase the hold duration of gravity sphere.

*sphere clutch: after casting gravity sphere, crush the enemy trapped inside
by collapsing the sphere inwards as the caster clutches his hand into a fist.
doing dmg by crushing the enemy with inverted gravity.

*sphere bomb: using sphere clutch without enemy entrapped creates a sphere with pressured air
inside, detonate this using sphere bomb.

sphere barrier: surround yourself inside a sphere that serves as a barrier and vehicle
knocking back enemies that try to attack.
able to fly around with this skill but can’t attack.

*sphere storm: small meteor rain of tiny sphere orbs.
*sphere meteor: create a sphere in the air and crush it into the earth.

just some examples that would be really cool to see in game.
perhaps a good idea for a new class: gravity wizard (but with a better name…)

anyway psychokino can definitely use some changes and improvements.

20s isn’t super long :\

and the skill isn’t 100% random…

PP CD is only 25 seconds and it enters CD right when u cast it.
if you are smart about it, the real CD should only be 5-10 seconds

if u consider only psycho yeah its bad, but of course you would use it with pyro/cyro

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Having lived and breathed the Psychokino experience i disagree with a lot of the points that you’re making. The CDs for the skills used to be way longer but now PP sits at 25 secs, Gravity Pole at 30s, MF at 25s, Telekinesis at 30s. Raise is the only one that got raised if i remember it right to 50s. So let’s break down your claims.

PP has high cd. False, 25 secs as i mentioned. Without it 0 dps, that’s a gross exaggeration… PP is the only real damage skill, well if you’re talking specifically about the Psychokino class on its own then yes, PP is the bread and butter. It specializes more on CC but i mean do you think people are just going to stop after 5 ranks? Doubtful. That’s why you take other classes to help fill in those gaps which aren’t even as substantial as they were in cbt 2.

AOE damage perhaps but Gravity pole isn’t taken and used for it’\s damage if we’re both going to be honest. It’s used to funnel or corral your enemies to help set up your teammates skills. MF used to suck in CBT 2 but not anymore. Both Pretty high CDs? 30 and 25 secs respectively. Not really that high. Don’t forget you have an AOE CC as well in raise and in PP’s stun lock ability.

I agree with this one, Psychos aren’t bursty, they’re more about skirmishing really.

First of all Raise isn’t a single target CC. Again you’re forgetting the PP stun lock.

One point in teleportation is all you need. Making smart use of swap and raise, sleep, telekinesis to help deal damage and wait for your cds to pop again you need not worry about mobility really. You have enough CC at your disposal that disengaging is not that hard.

This is, by far, the one statement that I have the most issue with. You familiar with what swapping into the middle of the enemy ranks, casting raise, and then either MF - PP or PP straight can do? or maybe sticking by your squishies in the back and casting raise defensively to help disengage enemies that dive them? Following up with MF - PP or just PP after hangman’s knot catches 2 or 3 or 4 people and stunlocking them? It sounds like you haven’t had much experience playing psychos or if you did in fact put a good amount of time playing them, you definitely missed a lot of things.
To say or claim that their only niche is single target CC is borderline ignorant.

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oo someone who knows the class
i was wondering if
Wiz2> surespell is worth it for psycho3

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Well I mean Psychokinos are really more PVP oriented so it feels like you’re judging a fish by it’s ability to do the chacha, or it’s lack of ability so to speak.

I played a high con high spr Psych and I’ve pulled it off without issue. Most people don’t see it coming and it’s all about managing your skills afterwards. Given the amount and variety of cc at your fingertips you can pull off pretty interesting and disruptive tactics.

It’d be highly unfair for Gravity pole to have high dps for example would it not?

What’s wrong with going c3? That’s 5 more levels to PP and telekinesis, not to mention your other skills.

The key is not just mindlessly rotating through your skills and ultimately ending up a sitting duck. Successful Psychokino play demands a bit more reactionary playstyle, not merely casting anything and everything that’s available.

Long story short if you’re looking at Psychokinos strictly from a PvE perspective then yes, they are subpar especially compared to elementalists. In my opinion though, PVP is where they shine and to basically dismiss the class while only considering its weakside is… well… shortsighted

Psychokino is perfect the way it is. The PP + Stun lock is too OP as per my PVP mates. All of Psychokino skills has a good combination on other wizard class skill. If you bother checking them out.

For cryo, making a perfect square and swapping your enemies inside followed up by PP is a perfect example. You can also try that on other ground spells. What im trying to say is that psychokino will shine if it is paired with the other wizard class. You can’t beat other players with just a psychokino skill.