Tree of Savior Forum

Psychokino does not feel like a psychokino

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I don’t understand how teleport and swap can make it so imbalanced. Did you know you can swap people out of safe zone? Did you know that Swap doesn’t count as a debuff and still work against people that have the bloodletting effect from the plague doctor? That’s only some of the applications of swap. It’s not merely just trading places.

The class has A LOT of utility.

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Who on earth even liked this post?
Psychokino = Psychokinesis
Not ■■■■■■■ psychic.
That means no mind reading, no mind control, no seeing into the future.
It already has telekinesis even.

Sure it could use some rearranging of the skills (and adjusting them accordingly), but it’s nowhere near as bad as OP makes it seem (and as everyone already pointed out, it’s about psychokinesis, not about being psychic).

While the part about making Magnetic Force do lightning element damage sounds cool, I’m still waiting for a R2 hidden Thundermancer class that fits well next to Cryo/Pyro, but that will probably remain a dream of mine~~

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…I don’t agree that this is the case at all, and is not a fair comparison. Feathfoot derives its name from Native American practices (Hence the garb) and even though I think the class’s skills seem sort of lame in my own personal opinion, the skills and concepts of featherfoot accurately portray what the name would suggest, which is a sort of tribal blood-magic. (I would have rather seen Featherfoot be a sort of stealthy axe-weilding class, but maybe that’s just me.)

Anyway, I actually agree with the OP to an extent here, and he makes a point that I think is prevalent throughout many, MANY of the classes with few exception, which is: several classes do not properly fulfill the fantasy of their titles, at least not in a fun enough way to warrant ever bothering with the class.

A buddy of mine went Psychokino, and while, sure, they sort of fulfill the idea of telekinetic power to some extent, it’s definitely not very fulfilling and wound up being incredibly underwhelming. I can understand why the OP was disappointed, because I was too; you take such an open-ended concept as telekinesis and all they really did was make a class that can bop monsters with other monsters and move around in a few different ways that, while sort of interesting, don’t warrant the amount of time investment it takes to get them.

You realize that when put back into the context of the rest of that post, this statement was one that was made to poke fun at how much people nitpick at the sillest of things?

For you maybe but your fantasies don’t necessarily represent the fantasies of the general public. I know mine don’t. If you find psychokino so painfully dull because it doesn’t cater to your fantasies that you can’t even stomach playing it then good for you, move on to whatever class tickles your fancy.

So let’s take your point. The Psychokino. What is the “fantasy” of a psychokino? Psychokinesis yeah? What does psychokinesis do? Well bopping monsters with other monsters certainly falls into the realm of psychokinesis doesn’t it? Like what do you guys want from the damn character?

Taking into consideration ALL THE OTHER classes all their respective skills did they not do a respectable job with the Psychokino? I mean do you want him to be able to levitate people and split them up into tiny little chunks? have a psychic sword that keeps adding move sets as you level? maybe send out a projectile when it swings? If you guys want a fully fleshed out character that has a lot of character development then perhaps find a single player game that has a psychokino ish character and live out your fantasy there.

There are, again, 70+ classes in this game. There will be constraints. There are a lot of things to consider. You can’t just give a class 20 skills just to fulfill a fantasy. Identity crisis and issues? What other class in ToS makes use of telekinesis that it makes the Psychokino so unplayable in your eyes because well it’s nothing special.

I personally happen to have a lot of fun with the class. Is it perfect, no. There’s always room for improvement. Is it, as you said, so lacking in the fun department that it’s unplayable, that it’s a bad class? No. Absolutely not. [quote=“Hilsun, post:30, topic:143656”]
all they really did was make a class that can bop monsters with other monsters and move around in a few different ways that, while sort of interesting, don’t warrant the amount of time investment it takes to get them.
[/quote]

So just because a skill doesn’t exceed your threshold of interest it means that it doesn’t warrant the time investment to get them. It’s just hands down, without a shadow of the doubt, just the single most useless skill there is because it’s not interesting. Right.

Let me go back to my earlier point since you agree with the OP.

“Psychokino does not feel like a psychokino”

Let me put it this way. You’re telling me that a class unique to this game, one that’s never been made before in it’s exact likeness and entirety doesn’t feel like it. This entails that you’ve experienced playing the class before which i highly doubt is the case. You would need to have had experience with it before for you to even qualify making that statement. Are you from the future? Is that how you’re able to do this?

To further establish my point i’ll come up with several nonsensical and new things that i’m sure noone has ever seen/experienced/heard of before and we’ll plug it into that same context.

  1. “Oplikatursegh doesn’t feel like Oplikatursegh”

How would you know? I just invented the word? You mean to tell me that you had a divine revelation and somehow know what Oplikatursegh is SUPPOSED TO FEEL LIKE?

  1. “Alien bobble humjuice doesn’t taste like Alien bobble humjuice”

You starting to see the problem with your way of thinking?

The problem is that you’re coming into here trying to place a star shaped peg into a dime slot. Why not appreciate the star shaped peg for what it is and stop trying to argue that it should be a dime? What’s unwarranted are your silly expectations that are so prevalent that you can’t even have some damn fun playing, at the very least, an okay class.

It is not broken. It is not unplayable. It merely bores you. It doesn’t interest you but that does not make it bad. Know the damn difference.

Psychokino is a hybrid DPS/CC class in ToS, seeing how we’re able to “deal damage with some of our CC skills.” If this class was to be buffed in PvE, I’d rather it be done through interactions with other existing Wizard abilities instead of being just raw damage dealing skills, because those will fall off at higher ranking levels because of damage scaling.

The term Psychokinesis, refers to the ability to manipulate matter using the users mental energy. Pyro,Cryo and Magnetokinesis (Magnetic Force) are just specialized expressions of that term. Psychokinesis overlaps way too much with Telekinesis for it to even matter as far as which term has been appropriately applied or not.

When you’re talking about Fortune Tellers, that’s closer to Precognition and Clairvoyance which are very different from Psycho/Telekinesis.

Psionics is the head umbrella term for all mental abilities, which includes: Psychokinesis,Precognition,Telepathy,Clairvoyance, Astral Projection, etc.

There are none; that’s the issue. ToS has established Psychokino as their telekinesis class, but it doesn’t fulfill that fantasy very well because their skills are basic, rudimentary, and generally not very distinguishable from other classes–that’s my point. That doesn’t mean there’s another class in ToS that better fills the role, it simply means the class they have established as the kinesis class isn’t very exciting or unique. But you want some solid examples:

PP: Psychokino deals DoT damage to monsters using white light effect
…Do I really need to list all the other DoT effects in this game? >__> This doesn’t help the Psychokino stand out at all as a telekinesis-user, it’s just a standar DoT move.

Telekinesis: Psychokino attacks other monsters by using a monster.
Cataphract also attacks other monsters by using a monster. (Impaler) Are they different moves? Yeah, the animation is a bit different; one uses mind power, the other users spear power. But there are so many easy ways to make this single spell WAY more unique and fun, like giving the psychokino more options regarding what you can do with a controlled monster!!

For instance, you can slam the monster on the ground to deal AoE effects (as it is now), but what if the damage and area of effect was based on the size and armor type of the monster you hold? (ie. small monster with plate armor = single target, high damage: Large monster with cloth armor = huge AoE with medium damage) Or you could choose to shoot the held monster in a straight line away from you to deal heavy single-target damage with a small monster, trigger an explosion with a medium monster, or large AoE line of damage with a large monster. You could make it so that you could pick up stamina crystals and recover mana if you slam it on yourself or party members, or stun monsters if you choose to hit them with it. Something–ANYTHING! xD

There are a TON of unique and interesting things you could do with this single spell alone (or you could break it up into several spells, where the base spell simply holds them in place and the secondary spells allow you to use the monster in interesting and unique ways).

The same thing I want from every character in every game: a unique identity. They don’t even have a spell that simply shoves monsters away from them. They have Magnetic Force, but having a spell that does the opposite effect in an area around the caster would be super cool, and really handy if you get surrounded. It could deal base damage and add damage for any monsters that collide when getting launched.

I didn’t agree with literally every aspect of the OP; what I agreed with was that ToS has issues with creating unique, identifiable tropes that players can get behind and enjoy. Thusfar ToS has NOT been doing a great job making classes unique and identifiable. That’s what I’m saying.

Yes, we need it :yum:.

You’re comparing apples and oranges.

Impaler is a melee skill that grab a target and you can take him wherever you want, Telekinesis is a ranged skill that grab a target and throw it on the floor without contact but you cannot move.

Not a bad idea but it sounds a bit situational.

Thanks! And I don’t know if you have done too much research into what the classes in this game do, but…basically everything in this game is situational. :V The idea is to try to utilize the surroundings/monsters to the greatest potential you can find, and every location will make your decisions change, which adds dynamics and decision-making. :smiley:

@serusalti

I agree with nearly every point you made. Many of my points weren’t backed up with enough info. Most of it is just my personal feelings and raw emotion. I would like to simplify the topic down to just one key point. Hopefully, that’ll make it easier to for me to get this feeling across.

Here’s my premise, Psychokino is an offensive support mage that fights using psychokinesis. Psychokinesis is the movement of objects with your mind. Thus, I’d like to see this reflected in every skill. This brings out the flavor of the class, much like how cryos freeze and pyros burn.

####Psychic Pressure
If you ignored the name, and looked at just the skill. Could a layperson identify that this is a psychokino skill? Your character emits circles from their hand and anything that’s close enough takes a bunch of damage. If I were that layperson, I would guess Wizard. There’s nothing special about this skill mechanically or visually that says, “Only a psychokino could learn this!” This is the main reason why I don’t like the direction this class has taken. This is clearly their definitive skill, yet it shows nothing about what psychokino is about. It’s all power and no support.

####Teleport and Swap
Randomness in Teleport sucks. It’s hard to disagree with this. Two teleport skills in the same class circle makes for uninteresting choices, but it’s unrelated to my premise. These skills move yourself and other enemies and fits well with Psychokino’s flavor.

####Telekinesis, Magnetic Force, and Gravity Pole
These three skills best fit the image of psychokino. They are exactly what psychokino is about: moving objects. Unfortunately, Gravity Pole is all the way up in C3, Magnetic Force feels awful to use, and Telekinesis is vastly overshadowed by Psychic Pressure. IF psychokino did not have access to psychic pressure, would you agree that psychokino should have their offensive skills compensated in some way? I’ll revise and simplify the list from before to illustrate my ideas. Main changes are seeing their iconic skills sooner in the skill tree.

####Psy 1

  • Telekinesis [faster animation, improved aoe]
  • Swap [unchanged]
  • Teleport [minimize randomness]
  • Magnetic Force [moved from c2, larger aoe, weak multi-hits into strong hit, lightning property]
    ####Psy 2
  • Gravity Pole [moved from c3]
    ####Psy 3
  • Psychic Pressure [ideally, given a completely new effect. Or a stronger version of the buffed Magnetic Force.]
  • Raise [unchanged]
  • T̶e̶l̶e̶p̶a̶t̶h̶ [This is still definitely not a Druid skill, give it to Oracle 2 or 3]

Magnetic Force has been improved, and is far better now. ( It used to have horrible AoE ratio and get resisted far too often ). It also actually works on players now.

I would like to see other wizard skill interactions with psychic pressure, it’s a bit strange to me that it only interacts with 1 pyro and 1 cryo skill.

Think of Psychic Pressure like Vader’s force choke. Do you see the choking? No, but it’s still there. Pressure through psychokinesis is pretty common in fiction, but sadly there’s no real way to represent it in the game other than damage.

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[quote=“Greensburg, post:38, topic:143656”]Do you see the choking? No, but it’s still there.
[/quote]
You kinda just knocked a few points off of your argument there. Your statement would’ve been a lot stronger if you had omitted that sentence. The same is true for the second half of your last sentence.

To me, your argument sounds like, “It’s good enough.” Perhaps, aim a little higher on your make-up test.

If your intent was to encourage me to like Psychic Pressure more, you’re attacking from the wrong angle. My goal is to make Psychic Pressure fit with the class more, including changing the name, since as you said, you can’t visualize the effect.

Consider Magnetic Force. Imagine if you combined the effect of Psychic Pressure and Magnetic Force such that it had Magnetic Force’s animation and suction but Psychic Pressure’s functionality and damage. The arcs of lightning zapping enemies repeatedly illustrates the multiple hits splendidly. The name, “Magnetic,” breathes life into the vacuum effect, which ties flavorfully into psychokinesis’ effect of moving enemies. This is almost strictly a buff, which is why I suggested upgrading Magnetic Force instead of putting PP’s killer damage on that skill instead. Though if you prefer buffing psychokino further, feel free to adopt this change instead.

I don’t see the problema with the lack of animation in PP

See the character yelling as if it were crushing something is enough to know is a “psychic pressure”