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.