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Banish: Purgers mind control and other negative status aliments from one ally but may knock the person out for a turn.
Frenzy: Causes a enemy to attack anyone or anything around them including former allies. (Does not effect machines)
Teleport: Allow users to warp to any point that is not covered by the fog of war on the map without breaking concealment but has a long recharge time or limited uses.
Planewalker (passive): Make the first overwtach shot at you miss aka lightning reflexes.
Telekinetic Field: A large Aoe that make all people within it's range harder to hit. This perk is from Xcom EW.
Dead Zone: A small Aoe attack that puts the enemies caught inside its range psi abilities into cooldown but does no damage.
Empathy: Links two people or enemies together and changes their health to match. For example if you link a ally with two hp to another with ten then both units will both have ten hp. If you link a enemy with two hp with one that has had twelve it would decrease the others hp until they match so that they both have two hp.
Vanish: Allows squad to re-enter concealment after being discovered but will not work with mechanical enemies. Can only be used once per mission,
Twisted Echoes: A psi attack that damages health and lowers the will of its victim.
Waking Nightmares: A psi attack that reduces aim and does damage over time.
Banish: interesting from a thematic viewpoint, but unlikely to be very powerful since RT classes are already very unlikely to be mind-controlled, as well as the Aliens in general are not fielding very many units capable of reliable mind control. I believe you intended for this to cleanse other status effects such as disorient or panic, but this is already done by Guardian Angel.
Frenzy: I like this one, especially since I had it on the original concept for Whisper, except for mechanical units only. I dropped the idea since I was not familiar with AI code (and I'm still not), but I'm a lot more experienced with how XCOM2 works under the hood now, and could definitely see myself giving this perk to Nova in the future, probably replacing Meld Induction on her tree.
Teleport: I can't see this fitting onto any tree, except for Queen's, but she already has Shadow Strike and there's too much overlap there. Also, I can't see this kind of teleport working lore-wise.
Planeswalker: I like this thematically. The next class I was thinking about was an Astral Projection-based caster, and this would totally work on him. Probably would change it to a low-cooldown active ability and additionally give the wall-walker effect.
Telekinetic Field: I had this on the Nova concept, but replaced it with Unsettling Voices.
Dead Zone: This strikes me as a worse version of Sovereign.
Empathy: I like the name, but this seems entirely broken to me. It's basically an all-in-one, do literally everything skill, since you can basically one-shot bosses with it and heal any ally to full with it. However, it does give me an idea for a Pain Split (pokemon) style ability...
Vanish: Seems to me like a natural perk for Queen or Whisper... I'll think about it. I'm not sure about the being revealed by mechanical units, though. Seems to be arbitrary clunkiness.
Twisting Echoes: This is Mind Fray. It's a little below the power level of the active skills I want RT classes to have.
Waking Nightmares: Great name, but I'm not sure about the ability. It seems similar to Mind Fray as well, but with a poorer damage effect and an aim effect that Unsettling Voices already does far better.
Shadowgale or Riptide (a nod to the name of the mod): A cone shaped AOE that damages enemies, breaks amour, and inflicts rupture.
Focus: Take a turn to charge up but the next Psi attack will be more powerful and bigger than before.
Astral Projection: Makes a mimic copy of your unit to draw enemy fire or it can be used to scout ahead (not sure about this one).
Taunt: You are just asking for it with this perk. the enemy will target the user alot more but their aim will suffer and they will only be able to do graze damage the if they mange to connect anyway. Does not effect explosions or psi attacks. (A high risk and reward move).
Synergy : A passive skill that that boosts will and aim for having other psi uinits close together. It can boost othe stats as well like sucess chance.
Flashpoint or Oblivion Marker : Mark a enemy with a tag that gathers psionc energy until it overloads and explodes. It does alot of damage but takes two to three turns in order to go off. It is good for really strong enemies and bosses.
lullaby: Knock yourself out for a little while but refresh your skills or knock out yourself (or foe) instanly but regenerate a little heatlh.
Apathy or Entropy: Shuts down enemy machines, stun organic foes, and reduces mobility. desigend to hamper melee focused units it makes the target to lazy to (aka screw it I will do it later) move very far. * this one is still a work in progress.
Incognito: Normal people and scanners do not notice you.
Calamity Cannon: Fire a mid sized ball of psionc power that damages foes and destroys cover in its wake.
Malice: The user radiates a aura of terror causing foes of weak will to buckle under its weight. Enemies close to you have a chance to panic if they fail a will check. can be a passive skill and has no effect on robots.
Desperation: when the users health is low they make up for it with power.
Occam's Razor: A sword wave that can hit mutple targets but does not do anything else.
Corruption: Hits target with a psi attack that damges over time and can infect other units if they are close enough. both the attack and the infection zone are kinda small.
Reinforce or Sanctuary (name needs work): creates a sheild for the user (or ally) that gets stronger based on the will of the user (Ten will = one sheild point). It only lasts for a while and takes a while to rechrage.
Ethereal Geyser or Depth Charge: Creates a psionic glyph on the floor that acts like a land mine. Anythng that moves in its range of effect will cause it to go off in a spectacular pillar of
psionic power. Can also inflict status aliments too. it does good damage but or maybe two can be placed at one time.
Focus: This is interesting but it's not feasible in satisfying way on a technical level. It's similar to Aghanim's Scepter from DOTA, an item that gives Champion Ultimates an additional effect when purchased. The problem is that it means that every time I make a new psionic ability, I have to code some kind of additional feature that is activated when this skill is used, which is too large of a technical debt for one guy's hobby.
Oblivion Marker: Cool idea and even better name, but I can't see it working lorewise-- that's not how psionics works! Gameplay wise, I can't see this working on any units. Rulers are usually a one-two turn engagement (since you'll probably die if it goes longer) and other units end up dying faster than this can go off.
Lullaby: This is actually interesting, but I could never see it working unless XCOM2 made more missions like The Lost Towers available (long grinds).
Incognito: Doubt this is possible on a technical level. Nova had something similar on her concept tree ("Just Passing Through") but I had to drop it because units don't have a unit-unit visibility modifiers.
Malice: Echoed Agony already does this but more flavorfully.
Ethereal Geyser: Sick name. Doesn't work lorewise, (that's not how psionics work!) but I wish I could put this in. The graphics would be a challenge, though.
https://www.youtube.com/watch?v=XyAQdUn46Sk&t=19s
Focus: I see what you mean about focus being hard to deal with as awesome as it would be, so why dont you increase the soldier psi stat temporarily . that will increase the damage done without having to code each attack.
Oblivion Marker: You are right it would take too long to go off unless it used ruler turns, so how about this. Overload the target unti they explode by infusing them with too much psioinc power. For example person A infuses the target A with excess power that pushes their ablitity to handle psionic power to its limit like overcharging a battery. But one person does not have enough power to do it on their own. Thats when person B pushes them over the edge with another dose of power with Calamity Trigger aka fuse causing them explode. It is a team up attack that requires one unit to prime them and the other unit to trigger the explosion. For example C4 is very stable on its own you can even set it on fire and you will still be good until you use a blasting cap or detenator. (maybe for balance bigger targets may need more than one charge).
lullaby: Where lullaby really shines is it ablity to put anyone friend or foe to sleep. You can use it to stop a ruler from moving and attack them for more heatlh then they regenerate by ganging up on them. Buy time you need to escape buy putting an enemy to sleep or stop a mind controlled teamate ( most likely a rookie ) without hurting them. It is very useful skill to have that you dont always have to use on yourself.
Ethereal Geyser: I knew this one was kinda a long shot because of how big it was that it would need its own animations. But it is possible if you think about it, I mean templars can use the ground as a conduit for psionic power and create stable constructs so why not a land mine. Think of the glyph as the lid on a can full of steam. The lid is in very bad shape but it is barely holding on and should be fine as long as nothing mess with it. Now imagine somebody kicking it, the steam rushes out destroying everything that was above it including mutiple floors. that how Ethereal Geyser works by creating a volitile glyph on the floor that is fine until somebody walks near it or detenates it with fuse.
Thank for taking the time out to reveiw my idea's, I look foward to what you think of the others.