by Karen Hertzberg on Jun 24, 2007
Compiled
by Brahman
This is one in a series of
bug lists the Class Specialists at Ten Ton Hammer will be compiling for
review by the SOE development team. We are inviting the developers to
respond to any bugs they feel are working as intended or to offer any
explanation of how a bug on this list might change in the future.
Brahman compiled this list with the aid of other Psionicists on the Ten
Ton
Hammer forums.
In later levels, Psionicists lose a lot of our DPS and power
efficiency for, apparently, our CC utility. However that utility is
neither
unique to our class nor sufficiently useful to warrant such a drastic
reduction to our damage output. A suggestion to improve the situation
would be to increase the damage Thought Pulse does to mobs
significantly while simultaneously decreasing the damage Thought Pulse
does to the PSI, and eliminating the increased self-damage on critical
hits. A slight increase in our other DoTs and DDs would not be
unjustifiable either. Were not looking for DPS equal to a SOR but
for DPS high enough that our class is still desirable even though our
CC might not be needed. In other words, wed like to better fulfill our
primary role.
Remove contradicting immunities to charm.
There are several mobs that, for whatever reason, cannot be charmed.
We can charm dogs and men, but not gnolls? Why are other classes able
to charm mobs we cannot, but suffer no similar restrictions by not
being able to charm mobs we can? Particularly mobs in the higher level
dungeons. This problem in many ways ties in with the first problem. Why
is
our DPS so drastically reduced when our CC utility is not only not
unique to us, but in some instances inferior to that of other classes?
Also, with Enthrall and Suggestion having similar limitations in what
can be affected, the Suggestion line is currently useless after one
receives their first Enthrall. Do something with Suggestion, make one
useful while the other is not, make them useable simultaneously,
something.
Our mez does not scale with level sufficiently. A Sorcerers final mez
lasts longer than ours. We dont want them to have
a shorter mez. Instead wed like a longer one than they have.
It's useless. For that amount of hate it shifts, it isnt worth the
time to cast this spell, long refresh or not. For a short refresh, this
spell ought to have its hate shift multiplied by at least 10. For the
current refresh it should probably be better than 100 times higher. If
we can only use it every 30 minutes, it ought to be almost a sure
thing, in that you can be relatively sure the mobs attention will
immediately afterward shift to your defensive target.
The damage reduction does not scale. Every upgrade is the same 5%
decrease
in spell damage. Upgrades should be upgrades. The percent decrease in
spell damage should increase with upgrades in this line.
It does not scale well. It tends to provide about as
much protection as one half of one good hit from a mob of comparable
level. This ought to provide more protection for the level, perhaps at
least 2 or as much as 5 times as much.
These spells either do not return energy or
do not report the return and return so little as to be unnoticeable.
Because of the elimination of the dungeon where it
was, this spell has also been eliminated. Please make this gestalt
available.
Likewise, the Resurgence line of spells ought to scale better in
returned power, given its nature as a gestalt and the typical power
amounts of casters and healers at the levels at which it is received.
These spells do not work.
It would be nice if when you switched between
targets, all their status icons remained. For example, casting
Compression Sphere on one mob, then switching to a second to mez, then
going back to the first, often the icon for Compression Sphere will be
gone. Also, it would be nice if the UI gave status icons for all agroed
mobs, not just your offensive target.
It would be nice if this reduced a bit more hate than it currently does.