Kineticist Feedback Thread

Duskein

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Jun 30, 2023
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I'm not entirely sure Speed of Thought is proccing at lower levels. Against both the Vanae and the Sexbots I noticed having extreme difficulty escaping the grapple before being defeated and that is with nearly 0 lust, full hp, max int for the level, and best gear for those areas.

Either Mind Crush's tooltip saying that it does crushing damage needs to be changed or it needs fixing since it isn't shattering frost.

It would be nice if Levitation didn't eat a turn to activate. Having it be like Concussive Augmentation where it costs energy but doesn't take an entire turn would make it more viable especially given how late you get it.

I think Gravity Flux is still broken. That or all of the enemies I have encountered are either stupid smart or stupid lucky.

Given the nature of late-game combat, Vortex Brand, even with the damage buff, isn't viable given the high accuracy of your damage abilities and how quickly some late-game encounters like Sophora and Rat Thieves can go from great to defeat if they aren't blind or stunned. Also on a tangent, should the Rat Thieves be able to stunlock you? On several occasions, I have experienced battles where I get stunned and unable to act for 8+ turns.
 

Mythosaurion

New Member
Mar 31, 2023
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I actually intended to try running a few characters on the android version but the subscribe star link is for .066, not .067.
 

BonkersDark

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Jan 20, 2022
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I'm also having an issue with Gravity Crush not actually doing damage and basically wasting a turn and energy. I've also experienced Debris Field lasting through into the next fight.
Same sitch with psychic slam. Unless they are only supposed to work on specific enemies.
 

Medge

Well-Known Member
Dec 23, 2015
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As far as I can provide feed-back, It may be a bit shallow since I don't have time for a deep dive.

On the negative
Gravity Flux does not appear to pull flying targets back to earth/trip them or anything of the sort.
I find that Psychic Slam misses a considerable amount on higher level opponents but plays the script as though it is slamming the target but producing no damage.

On the positive
I absolutely love the synergy between skills/passives

Going weaponless and using Concussive Augmentation + Haste lets me roleplay a Psychic Monk and I love it.

I have been able to fight opponents up to Zheng Shi without much issue with minimal thought put into my equipment build (undershit, dress clothes, ballistic underlay), but I also used cheat cheese to get to level 12 so I could test the class at full power - so my results aren't representative of a normal playthrough. I'm willing to bet building for evasion and combining active skills would synergize pretty well even without items being added specifically for the class. Urbolg is a pretty big wall for poorly built characters imo, and I was able to wear him down first try without problems. Same for Doctor Lash insanely enough purely from the shield syphon keeping the pc in the fight.

Personally, I love the class so far. Can't wait for refinements and additions. I'll add more opinion when I get a chance to really sit down with the game for a longer period of time.
 

Boshe

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Apr 4, 2022
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Level 4 perks have a clear-cut winner in Psychogenic Vim. I think giving Siphon an extra cast of Leech upon activation and every turn it's active could even them out.
 

Zycat56

Active Member
Apr 18, 2023
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Not sure if this is a bug or not, but when using Entropic Leech at level 12, it says I'm gaining 5 energy in the combat text but it only restores 2-3 energy.
 

Chaosstripe

Member
Aug 8, 2020
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Especially compared to increased max health and healing from ability use, psionic shielding feels too weak. At level 3, enemies deal more than 3 damage per turn. At level 15, enemies will do more than 15 damage per turn. That's why late game shields have massive pools. Doubling it would be good, or giving it some extra effect like also giving your level in energy per turn.
 

Boshe

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Apr 4, 2022
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I'm more concerned about how it'd only take you 24 rounds to fully regen a level 3 shield without other shield bonuses and it doesn't get better at higher levels.
 

Theron

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Nov 8, 2018
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The reason Tech Specialist Shields are so sturdy is they have at least 5 abilities focused on making Shields better, depending on how you're counting. If Kineticists only have one, that's probably not enough.

Also, do Kineticists not have any reliable Disables? The other Classes do (Flash Grenade, Headbutt, Paralyzing Shock). Paralyzing Shock & Overcharge let Tech Specialists buy a round or two for Rapid Recharge (10+).

What equipment are you using?
 

Monochrome969

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Jul 22, 2023
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Also, do Kineticists not have any reliable Disables? The other Classes do (Flash Grenade, Headbutt, Paralyzing Shock). Paralyzing Shock & Overcharge let Tech Specialists buy a round or two for Rapid Recharge (10+).

What equipment are you using?
Technically speaking, Gravity Flux is just a turn without damage for most cases. But you don't actually get one until Mind Crush, As for equipment I think it works best with evasion boosting equips or power armor. IE ways to take the least amount of damage possible.
 

Duskein

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Jun 30, 2023
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Also, do Kineticists not have any reliable Disables? The other Classes do (Flash Grenade, Headbutt, Paralyzing Shock). Paralyzing Shock & Overcharge let Tech Specialists buy a round or two for Rapid Recharge (10+).
Gravity Flux is currently an almost guaranteed 1 turn aoe stun, Debris Field is a 3 turn aoe dot and possible blind, mind crush is a stun, and several crushing weapons can also stun, which is useful since TW is still broken.
 

Meteor07

Well-Known Member
Feb 5, 2017
138
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Both abilities are great, but Vitality Siphon wins this by a landslide. Not only does it give you back 200% the energy you spent on it, but it also just restores a large amount of hp. While there IS the requirement for you to hit your enemies, that doesn't mean much when most can easily be hit in this game. Food for thought.

I'll be stress testing the rest of the class later as well, but I just wanted to address this in terms of being able to pick and which option is would realistically be better.


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Theron

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Nov 8, 2018
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If we're going by percentages, Psychogenic Vim is infinity% what you spent on it.
Vitality Siphon gives 200% what you spent, but that only leaves you with a net gain of 15. If you spent any Energy doing that damage, it's even less. If you can't deal damage for a turn (miss/grappled/use a utility power?/use an item), you don't get the full value, either.
The real advantage is it can be used multiple times/fight.
 
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Boshe

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It doesn't do immediate healing, it barely generates energy, it USES energy for no good reason. I don't even know how it's even being considered.
 

Theron

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It doesn't do immediate healing, it barely generates energy, it USES energy for no good reason. I don't even know how it's even being considered.
Because it's repeatable. It will probably be better with the 25%/50%/100% bonus Energy Regen Accessories Fenoxo mentioned. 60 (45 net) is slightly better than what the Tech Specialist gets. But that does eat your Accessory slot.
 
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Monochrome969

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Jul 22, 2023
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It doesn't do immediate healing, it barely generates energy, it USES energy for no good reason. I don't even know how it's even being considered.
It's because it's 1) repeatable and 2) synergizes extremely well with Psytuned Vitality and Telekinetic Warrior. If something is killing you too fast to make it useful then you're either underleveled or (more likely) undergeared. Once the bug is fixed with TW (and you can just use the cheat mode workaround for now anyway) there'll be actually no reason to have at least one weapon slot empty just for this combo since it out heals just about everything in the game, which is made all the better with your massive health pool and eventual added defense rating.
 

Theron

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You find leaving weapon slots open for Telekinetic Warrior is worth it? I'm concerned about missing bonus Evasion/Shields. There are some really good Stat Sticks in the Melee slot, particularly.
 

Monochrome969

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Jul 22, 2023
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That's why it works functionally the same with one or the other. I personally only leave the gun slot as TK with my weapon either being the Knuckle Busters for that sweet sweet stagger or any of the myriad shield enhancers, though when running with an Evasion boosting armor set as well as Levitation I usually just go with Knuckles.
 

Duskein

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Jun 30, 2023
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You find leaving weapon slots open for Telekinetic Warrior is worth it? I'm concerned about missing bonus Evasion/Shields. There are some really good Stat Sticks in the Melee slot, particularly.
I'm currently using shock gear, and it's really good for this class. Honestly I think TW is ok for early-mid levels but honestly both it and its alternative are meh late-game especially if you train either with Ramis or at the gym.
 

Boshe

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Apr 4, 2022
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Throughout the entire playthrough I've done with this class, nothing was killing me unless it was killing me too fast or with lust and only two fights lasted long enough for repeatability to come close to mattering. Don't know what synergy with TW is supposed to do with it, but energy regen accessories will definitely help its case.
 

Medge

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Dec 23, 2015
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You find leaving weapon slots open for Telekinetic Warrior is worth it? I'm concerned about missing bonus Evasion/Shields. There are some really good Stat Sticks in the Melee slot, particularly.
I think your main concern here is misplaced and should be shifted. The real question is: What is the calculation for Telekenetic Warrior - what stats are used to calculate the damage for psychokenetic force. Weapons in the melee slot essentially break down to modifiers for calculations on melee in terms of damage. Telekenetic warrior is the same thing as giving you a "weapon" when you're disarmed. The real question is what the stats of the unarmed weapon are and what attributes are used to calculate its damage.

Everything else is just getting distracted with the idea of a slot being full when the perk is really making your unarmed attacks roll with a unique weapon that depends on the slot being empty.

This matters because other perks can be used to interact with the Telekenetic warrior perk. The hotfix notes that Telekinetic Warrior has been altered to deal crushing damage, synergizing nicely with the skills that inflict Deep Freeze.

Edit: I don't know if this is a feature or a bug, but if you leave your ranged slot unlocked and activate concussive augmentation, the damage still procs even if the main ranged attack misses. Kind of cool imagining your shot going wide, but the shockwave still fucking up your enemy. Not sure its intended though.
 
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Duskein

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Jun 30, 2023
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I think your main concern here is misplaced and should be shifted. The real question is: What is the calculation for Telekenetic Warrior - what stats are used to calculate the damage for psychokenetic force. Weapons in the melee slot essentially break down to modifiers for calculations on melee in terms of damage. Telekenetic warrior is the same thing as giving you a "weapon" when you're disarmed. The real question is what the stats of the unarmed weapon are and what attributes are used to calculate its damage.

Everything else is just getting distracted with the idea of a slot being full when the perk is really making your unarmed attacks roll with a unique weapon that depends on the slot being empty.

This matters because other perks can be used to interact with the Telekenetic warrior perk. The hotfix notes that Telekinetic Warrior has been altered to deal crushing damage, synergizing nicely with the skills that inflict Deep Freeze.
The hotfix notes may say so but in multiple playthroughs it has yet to actually shatter the frost for me on melee and ranged with a lot of different enemies. If it worked, it would be nice, but currently I will stick with a crushing weapon, preferably with stun on it.
 

Medge

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Dec 23, 2015
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The hotfix notes may say so but in multiple playthroughs it has yet to actually shatter the frost for me on melee and ranged with a lot of different enemies. If it worked, it would be nice, but currently I will stick with a crushing weapon, preferably with stun on it.
Perhaps there is a statement that I'm missing in the update or on a discord conversation, but I don't see anything about shattering being a dynamic for the deep freeze status affect. According to the wiki the status lowers evasion and causes attacks with the crushing flag to do double damage. I'm not sure the damage calculation is proccing appropriately, in fact there appears to be no real change in damage that I can see from using concussive augmentation on a target afflicted with the ailment. But shattering is not a part of the dynamic even if it were working properly.

All that aside, I don't get people speaking poorly of the class thus far from my end. Its definitely energy starved and could use better synergy with the skills designed to restore energy - but every wall that crushes my characters when I rush a build or do sloppy work are falling without any issues.
 

Monochrome969

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Jul 22, 2023
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Perhaps there is a statement that I'm missing in the update or on a discord conversation, but I don't see anything about shattering being a dynamic for the deep freeze status affect. According to the wiki the status lowers evasion and causes attacks with the crushing flag to do double damage.
When you use a crushing attack on an opponent inflicted with deep freeze, it does bonus damage at the expense of getting rid of deep freeze. It's in the tooltip of deep freeze itself.