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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.