Sunder only works on Defense from Armor, I think. I'm not sure how useful that actually is.I'm unconvinced how useful Kinetic Burst is over Thermal Sunder. Thermal Sunder can potentially do a Sunder effect on any enemy with defenses. But Kinetic Burst only works on enemies with loose weapons.
Disarm is a borderline worthless status. When I tested Disarming Shot, I found most enemies were either immune or had significant backup attacks. In many cases, they didn't lose any attacks at all.Also, holy crap on a stick, when you get the M'henga, Kinetic Burst's Disarm effect is a HUGE negative when you fight the Tainted Rusher. She goes from doing normal damage with her pistol of about 7-9, or lust damage, to slugging you in the face for 30 damage, and she keeps doing it. She 2-shotted me, twice.
Tripped enemies always stand up at the end of their turn, so it's impossible to set up combos with it. Even so, Trip would be a lot more reliably useful than Disarm (or Sunder).My kineticist is only level 3 so far, but I'm wondering if changing out the Disarm effect for something like Trip is better. Since it's lore-wise a giant burst of kinetic energy next to an enemy, I imagine it's at least as strong as a strong shove, and if they aren't prepared for it, they are ass over teakettle. On a random thought, I wonder how kineticist abilities do versus Tripped's effect of increased evasion against ranged attacks???
Fixed for next hotfix.You psionically regenerates shielding."
Also, holy crap on a stick, when you get the M'henga, Kinetic Burst's Disarm effect is a HUGE negative when you fight the Tainted Rusher.
This is a bug with the Tainted Rusher, not the ability. Any enemy that can be disarmed should have their damage output reduced by that status, not the other way around (unless they're some real special plotty stuff where an NPC has a psychic blade binding their incredible power!)Disarm is a borderline worthless status. When I tested Disarming Shot, I found most enemies were either immune or had significant backup attacks. In many cases, they didn't lose any attacks at all.
That's a great oversight to address, and I'm looking into it now. Their chance of standing up is going to scale based on their intelligence.Tripped enemies always stand up at the end of their turn, so it's impossible to set up combos with it. Even so, Trip would be a lot more reliably useful than Disarm (or Sunder).
Yeah good feedback here. I'm going to take the activate cost off of Vim (and allow Siphon to be used multiple times - but with an upfront 15 energy cost it's more of a risk/reward to try).I have a complaint about the Psychogenic Vim/Vitality Siphon skills. Right now, both cost 15 energy to activate, but in none of the text is it mentioned that the abilities are one-time-per-combat. I would think if it's one time only, then there'd be no energy cost. Or if there's an energy cost, then there's no limit to activation times. One or the other, not both. I will admit, Psychogenic Vim should absolutely be one-time only, being able to spam a 75% max energy restore move for only 15 energy is crazy. But Vitality Siphon could whiff if you don't actually deal damage somehow.
No matter what, it should take on the text/tooltip if the ability is one-time-only, both on the skill selection screen when leveling up, and in combat.
Not gonna do this, but there are item flags added for accessories that will increase energy restoration by kineticists by 25%-50%-100% - I think I actually placed one that might have slipped in this patch, though it was the 25% version.I think the energy gain on entropic leech needs to scale, maybe restore a percentage of the max energy instead of being fixed at 5 points
Yeah, Kineticists actually have the most tools to escape grapple - getting an ability that lets them lean on a core stat for struggling AND an active "free escape" option, but their free escape is expensive as a consequence. As a space-wizard, I wanted them to have options to deal with grapple but still have it feel like one of the worst things that can happen to you.Ideally the kineticist wants to be actively doing something every turn and enemies that use a lot of grapples really waste tempo as you blow through your energy pool really fast breaking grapples and can't make the damage up fast like the other classes.
It triggers on ability activation, not damage.Speaking of Entropy Waves, shouldn't Psytuned Vitality trigger every turn Entropy Waves does damage? Since it's technically a skill doing damage? Currently, it only gives a heal proc on the first use.
100% Agree with this, playing a wizard should feel like a squishy nerd and grapples would suck.Yeah, Kineticists actually have the most tools to escape grapple - getting an ability that lets them lean on a core stat for struggling AND an active "free escape" option, but their free escape is expensive as a consequence. As a space-wizard, I wanted them to have options to deal with grapple but still have it feel like one of the worst things that can happen to you.
Is Levitation meant to be disabled when you have interactable equipment ala, Nova and Seigwulfe? It's replaced by them at the moment. Also whatever the gravity flux check for standing up is needs to be tuned to actually be useful when you get it. I guess it being an aoe turn loss is pretty cool but I'd actually like a reason to use geothermal spike. If the crushing damage is applied to the Telekenetic Warrior, it doesn't combo with deep freeze properly as it doesn't remove the effect. It also eats your melee weapons too but luckily all I lost was a jolt hammer. Currently on Zeng Shi at level 9 and will continue to test as I go.
Ah, is that the case? I haven't tried that and have just been using TW exclusively since it's still a pretty good and generally unresistable form of attack.Could you give more circumstances on your setup when the weapon got eaten? I also had mine eaten, but a re-perk away and then back to Telekinetic Warrior seemed to have stopping the weapon being eaten. And I can't seem to re-trigger it. I'm at Tarkus, at the moment.
Sounds to me like the tainted rusher isn't the only one who has a bugged disarm status.There are a LOT of enemies that get stronger after being disarmed in the early to mid game,
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.Gravity Crush doesn't seem to do anything. I get the message "You grab hold of the gravity around Sophora and press it tighter, crushing her down with one of the fundamental forces of creation!", but she doesn't lose any shields or HP. Also, while levitating, Sophora somehow manages to trip me, although that shouldn't be possible since I'm in the air.
If you could give a list, that would probably be helpful.There are a LOT of enemies that get stronger after being disarmed in the early to mid game...
I'll need to go through it again to check everything but my standouts are Jasvalla (Which makes sense sort of considering she's supposed to be challenging anyway), The Tainted Rusher, The Soaked Rask, and the Nyrean mobs. I didn't go out of my way for much other than these, and simply respec'd in Myrelion after a few close calls. I imagine these have something to do with enemies that rely heavily on only one of their weapons, but to be sure I'd have to check the Bunhoppers and Vanae as well.If you could give a list, that would probably be helpful.
Is 0.9.067-PUBLIC#3772 Hotfix #2?
I've been testing the Trip fix with the Rough Leash, and everything from Myrellion, Uveto, Zheng Shi, Dhaal & Phaedra II still stand up immediately,