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Review, as requested/promised #8

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Ignaramico opened this issue Jun 26, 2020 · 0 comments
Open

Review, as requested/promised #8

Ignaramico opened this issue Jun 26, 2020 · 0 comments

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@Ignaramico
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Aside from the currently open issues there arent many down points for the mod. The leveling mechanic is indeed refreshing since it lets you roleplay and feel some kind of achievement .

But here are the suggestions:
-the item spawning techniques (the PK fist, and PK rod)are a moot point (aside from PK Ball) since the stats are basically of an easily craftable weapon.

  • the PK slow technique becomes totally obsolete after learning PK hold, why would one want to waste mana just slowing a single enemy while i could use that mana to totally stop it, maybe making pk slow an AOE spell and stronger as it levels up, leaving one to use against many mobs and the other to use at a single strong enemy

-The utility of the PK aura (the equipable auras that let you use them as tools) is good, but even for a completed class said features arent complete, since you can only reach level 4 on psicraft.

-Substituting/removing the technique of PK pull, since the function of the 'pull_effect' used is underwhelming

-Finishing/adding some of the other professions, while the currently Psychokinetic profession feels goods and refreshing, it doesnt shine/feel unique since there isnt a clashing one to compare the strengths and weakness, if you compare it to the currently electrokinetic profession both feel unique in their one way, the PK feels like a rounded combatant with some utility prepared to almost any situation, while the EK felt like little utility (being able to recharge your electronic tools) with an all in combat style that hits hard and needs to end it fast and then get out before it attracts attention. Making them having different kind of roleplaying vibes.

About the mana cost, i dont have comments since i tested them having it in mind as only having the base mana without any traits, thats about 1k mana for 10 int

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