Issues with Telekine Shield and its sub-nodes

Here is a list of issues or balancing suggestions with the current Telekine Shield and its sub-nodes.

BUG REPORT: Telekine Dome: The shield causes mutants to “hit a wall” after mutants are dodged.

Telekine Dome: The shield is too strong to be so easy to access as it is, I suggest a robust increase in its cooldown, the strength should not be decreased necessarily, but the current iteration of the ability, to my experience, makes the game too easy and the ability use too lenient for the rewards it gives.

Telekine shield: The wall is nowhere near as good as the dome, not even 2 walls are as good as the dome, that is why I propose that the baseline telekine shield be changed to a half-dome, so that you get more angles with a “telekine shield” that is not a dome.

Bolstered Shield: I suggest that Enervating Threshold be switched with Bolstered Shield, so that one can choose to take Bolstered Shield without taking Enervating Threshold, as the Enervating Threshold ability causes unoptimal shield use as specialists can damage it, which is not at all worth it. EVEN BETTER, make the nodes not require another to unlock, just have them be two different paths that fork, and a player can choose either or both.

Enervating Threshold: I would suggest that Enervating Threshold also would Stun all enemies who try to cross it, but only for the first time, then the ability would remain consistent in use (allowing for higher skill play due to predictability) and gain something over Telekine Dome, which is currently vastly superior to the left-path, in my view. This way you need not also remove the fact that specialists get stunned by it, and since specialists, like every other creature, only gets stunned from attempting to cross the shield once, this means that specialists do not need to damage the shield when stunned, as the shield now only holds them once, since I assume the damaging of the shield was implemented to remove the ability to completely block specialists.

1 Like

I’m not sure if its exclusive to the special-staggering wall and its no where on the tooltip but the basic wall actually does stun every non-ogryn and monstrosity enemy it hits, while the wall is coming up. I think this behavior is straight taken from the elf’s wall in VT2. I use it to knock back maulers and ragers that appeared on top of me because audio is working totally fine.

However the stupid dome working on mutants for no reason and what I assume is no actual damage to the dome is a bug that needs to be fixed. In general I always use the wall over the dome in auric because the only real threat is from a constant outpouring of specialists. Sometimes I throw a wall in front of a monster door just so its denied the entire time we’re fighting by it, for instance. Having a poxburster knock backwards into the void and kill itself OOB is very satisfying to me.

Oh the mutant staggering from the dome is NOT intended, so it causing no damage is not an issue, it staggering is the issue.

I disagree, specials are easy to manage with dodges and aim, but dome allows the party to enter situations otherwise intenible, so that is why I run dome, it purchases bolder tactics and faster progress, due to it being a “melee field” inside and nearby of which you can kill all shooters/gunners with impunity.

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.