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Suggestions / Re: A better psi fix
« on: November 12, 2020, 07:36:49 pm »I'd rather the four psi schools scale half or fully off of different base stats, and perhaps reduce the synergy.Psi abilities are also more similar to special abilities than weapons, only you get more abilities and no "standard" attack.
Why not give a sort of weapon that allows a low psi cost, no cooldown base attack, with accuracy based on one of the disciplines, and (potentially craftable) bonuses along the line of "+1 Innervation slot", "-10% [school] skill, -5%-15% [school] cost", "killing an enemy with a single target psi ability refunds X psi points, to a limit of X% skill cost", or "+1 range on [school] abilities"?
Just brainstorming.
I was thinking how nice it would be the make Force Emission baseline melee attack as soon as you take the pill without any costs. And a perk or two related to it to maybe leech some Psi energy each hit or to do more damage etc.
I restarted to game when I realized I missed black eels quest line so I can do this. In my new game I bring the issue to the council they refused to help. then I loaded an old save because wiki tells me council decides to help Black Eels if you bring the drill part first. Then I had to kill some of those muties again and run around for some quest... and I tell you its no fun. then I brought the drill parts only to find out they'll refuse to help again. I'm loving the game but this makes me feel frustrated.