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* PvP: Trick Arrow/Archery proves very ineffective in PvP, unable to kill a detoggled and unmoving Regen scrapper.
Regen Scrappers are very difficult to kill for low damage characters. I *was* able to kill one, but it took several minutes, which is a highly unlikely "real"-world situation. This is a more general concern than just with Archery, but it is most visible here. No solution I can discuss, yet.
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uh oh
poor regens!
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* Balance: Mental Blast does little damage for its animation time. It costs more end, does the same damage, and has 150% of the animation time of charged bolts. It is 1/3 the dpa of Dark Blast for the same cost. Its animation time should be reduced significantly.(LadyMage)
Charged Bolts is a bit over twice the Activation time of Dark Blast. Mental Blast is ~25% longer Activation Time than Charged Bolts. All do the same base damage. Mental Blast, however, does Psionic damage, which is among the hardest to defend against in the game. Mental Blast also has a 25% longer Max Range compared to the other two sets. Is this 100% balanced? Possibly not, but we don't want to simply make every power a complete clone of another.
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i completely agree with NOT making every power the same, jsut with a diff colored animation.. however.. its clear that mental blast just SUCKS compared to the others.. even discounting the dmg(it IS psi after all)
perhaps a 10% chance to disorient at mag 1 for 5 seconds?, or increase its -recharge to be more noticeable than other psi attacks?
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* Balance: There is only one villian group which has vulnerabilities to psi damage and it's only in the early game when the set is weakest. By the time the set can actually do damage, most villian groups (nemesis, praetorians, Council, Carnies, Malta just to list a few) are not only not vulnerable, but have a high precentage of members with either sizable resists or defense to the entire set, save telekinetic blast, making the set feel underpowered throughout the game. (LadyMage)
While few enemies are especially vunlerable to Mental attacks, comparatively few have defense against it, either.
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so clockwork, and cot ghosts... i do more dmg to them.. anyone else? can we get a list of people we do MORE and people we do LESS dmg to, so we can see for ourselves how BALANCED this is

no? i didnt think so.
thru a toons lifetime, i cant imagine psi doing anymore than 1/3 total dmg to mobs than the other sets
youd have to fight nothing but clockwork and cot to feel that this PSI ISNT DEFENDED SO ITS LOWER DMG argument holds water.
no one NEEDS psi dmg res... its low dmg already.. its UNIVERSALLY RESISTED!
oh.. cept for clockwork and cot ghosts... balanced?