Unknown2011-05-13 08:30:36
I'd think that the main reason why more people are TK instead of TP would be because of Forcefield.
Neos2011-05-13 08:51:53
QUOTE (Caerulo @ May 13 2011, 04:30 AM) <{POST_SNAPBACK}>
I'd think that the main reason why more people are TK instead of TP would be because of Forcefield.
That's a contributing factor yes, but overall TK has more synergy in working towards their kill, have less things that can cure what's required for their insta, don't even have to work towards their insta to kill, has better hindering, is strong both solo and in a group, and more.
Vathael2011-05-13 12:51:45
It is better to an extent, but it is not hard to keep up with a TK's bursts. Bursts can give 1-3 burst vessels, 1 or 2 more often than not. Most, if not all, systems assume 2 vessels on bursts so if you are hit with a 3, that's how it stacks. To alleviate this issue, you can just diagnose occasionally to pick up any extras and you're golden.
Reference: never died to tk's.
Reference: never died to tk's.
Neos2011-05-13 18:07:06
QUOTE (Vathael @ May 13 2011, 08:51 AM) <{POST_SNAPBACK}>
It is better to an extent, but it is not hard to keep up with a TK's bursts. Bursts can give 1-3 burst vessels, 1 or 2 more often than not. Most, if not all, systems assume 2 vessels on bursts so if you are hit with a 3, that's how it stacks. To alleviate this issue, you can just diagnose occasionally to pick up any extras and you're golden.
Reference: never died to tk's.
Reference: never died to tk's.
I admit, if I take the time to diagnose while fighting TKs, I can keep up with burst, but they also have stun, choke, and throatlock to slow down curing vessels. TP doesn't have that.
And I just remembered that beast can have focus mind, so let's see how easy it is to cure TP afflictions, even with claws/phantoms ticking at the right time.
Beast focus, one herb/focus. Gone.
With Illusions messing them up, and still claws/phantoms ticking.
Mess up on herb, beast focus, herb/focus, herb/focus. Gone.
Now with demesne stun.
1 second stun, beast focus, herb/focus, herb/focus.
Not even accounting for teas, and yes, only every 10 seconds, but they can still cure them away pretty quickly even with a beast.
I've provided scenarios and evidence to back up my argument in several different post.
Unknown2011-05-13 18:23:14
This thread is getting old.
Neos2011-05-13 18:42:01
QUOTE (Zarquan @ May 13 2011, 02:23 PM) <{POST_SNAPBACK}>
This thread is getting old.
No one is forcing you to read or post in it. I'm arguing my side of this argument, and if someone post something to the contrary, I'm gonna continue to argue it and continue to bring up evidence to support my argument.
Unknown2011-05-13 18:43:42
You're not arguing anything any more, so much as you are complaining that you're not great at everything and making assumptions that everyone you fight has access to every method of healing with perfect reflexes.
Neos2011-05-13 19:04:33
QUOTE (Zarquan @ May 13 2011, 02:43 PM) <{POST_SNAPBACK}>
You're not arguing anything any more, so much as you are complaining that you're not great at everything and making assumptions that everyone you fight has access to every method of healing with perfect reflexes.
First, the methods I listed are freely available to everyone. Everyone has beastmastery, everyone can buy bromides, sparkleberry, healing scrolls, beauty enchantment for regen, and everyone has access to an Order they can join and advance in to get the healing thing if they wish. So, yes everyone does have access. A Telepath hits you, you diagnose, focus mind or use an herb to cure even before they're back on balance. I've yet to see any arguments that actually refute what I've said.
And this isn't complaining, this is listing everything wrong with the skillset and how it works. I can easily provide an example of someone just complaining: "waawaawaa we're getting raided constantly, but we refuse to actually learn how to fight and defend ourselves, because that would require us to actually give a damn."
And all my arguments are against this statement:
QUOTE (Zarquan @ May 9 2011, 04:57 PM) <{POST_SNAPBACK}>
TP is fine, except for those things where people just gank and instakill someone, of course.
My arguments have shown that TP is not fine, and no one has shown otherwise.
Unknown2011-05-13 19:09:09
Access to them does not equal actively making good use of them. I'd be willing to bet a vast majority of people who fight do not use all of these methods together, especially not in every single fight.
Your argument is clouded by a lack of realism, and your evidence is purely subjective. We see no logs, no timestamps, no numbers to show that your claims are valid.
And, you've gotten some fair suggestions in this thread, which you've shot down. So, what is it exactly you're trying to get out of this thread?
Your argument is clouded by a lack of realism, and your evidence is purely subjective. We see no logs, no timestamps, no numbers to show that your claims are valid.
And, you've gotten some fair suggestions in this thread, which you've shot down. So, what is it exactly you're trying to get out of this thread?
Unknown2011-05-13 20:46:20
My Assessment of Telepathy, A Rebuttle:
All telepaths share a secondary skill of phantasms, which allows you to stack many herb and focus mind cures passively, tying up balance. Additionally, all telepath afflictions are hidden, requiring a diagnose to address. Due to clogging herb balance, and the effects of sticking deadening consistently halving the speed of focus balance, the amount of mental afflictions telepathy can load on someone is mind boggling. Additionally with easy access to dominate, a telepath has the ability to force consumption of alcohol, or any poison in the victim's inventory. This means that even if a victim runs and survives, they'll remained disabled until they sober up. Phantasms also includes a frequent method of inducing blackout.
Between regular blackout and the ability to reliably stick recklessness for several seconds, on a short balance, to delay sip/sparkle/scroll ticks, and the constant 6 second tick of psivamp, and the offensive neutering of an enemy via massive mental affliction stacks, my experience with telepathy is that the skill forms a valid and high priority threat.
It's the ability to herb stack with phantasms synergy that you're overlooking (as well as lack of creative abuse of dominate), and that same property is needed to kill high-tier combatants with TK (contrary to the propaganda, TK's actually pretty easy to shut down if you know how, unless you get tricky with it and rely on sneakclots, choking out their herb balance, etc)
All telepaths share a secondary skill of phantasms, which allows you to stack many herb and focus mind cures passively, tying up balance. Additionally, all telepath afflictions are hidden, requiring a diagnose to address. Due to clogging herb balance, and the effects of sticking deadening consistently halving the speed of focus balance, the amount of mental afflictions telepathy can load on someone is mind boggling. Additionally with easy access to dominate, a telepath has the ability to force consumption of alcohol, or any poison in the victim's inventory. This means that even if a victim runs and survives, they'll remained disabled until they sober up. Phantasms also includes a frequent method of inducing blackout.
Between regular blackout and the ability to reliably stick recklessness for several seconds, on a short balance, to delay sip/sparkle/scroll ticks, and the constant 6 second tick of psivamp, and the offensive neutering of an enemy via massive mental affliction stacks, my experience with telepathy is that the skill forms a valid and high priority threat.
It's the ability to herb stack with phantasms synergy that you're overlooking (as well as lack of creative abuse of dominate), and that same property is needed to kill high-tier combatants with TK (contrary to the propaganda, TK's actually pretty easy to shut down if you know how, unless you get tricky with it and rely on sneakclots, choking out their herb balance, etc)
Neos2011-05-13 22:14:09
QUOTE (PhantasmalKiller @ May 13 2011, 04:46 PM) <{POST_SNAPBACK}>
My Assessment of Telepathy, A Rebuttle:
All telepaths share a secondary skill of phantasms, which allows you to stack many herb and focus mind cures passively, tying up balance. Additionally, all telepath afflictions are hidden, requiring a diagnose to address. Due to clogging herb balance, and the effects of sticking deadening consistently halving the speed of focus balance, the amount of mental afflictions telepathy can load on someone is mind boggling. Additionally with easy access to dominate, a telepath has the ability to force consumption of alcohol, or any poison in the victim's inventory. This means that even if a victim runs and survives, they'll remained disabled until they sober up. Phantasms also includes a frequent method of inducing blackout.
Between regular blackout and the ability to reliably stick recklessness for several seconds, on a short balance, to delay sip/sparkle/scroll ticks, and the constant 6 second tick of psivamp, and the offensive neutering of an enemy via massive mental affliction stacks, my experience with telepathy is that the skill forms a valid and high priority threat.
It's the ability to herb stack with phantasms synergy that you're overlooking (as well as lack of creative abuse of dominate), and that same property is needed to kill high-tier combatants with TK (contrary to the propaganda, TK's actually pretty easy to shut down if you know how, unless you get tricky with it and rely on sneakclots, choking out their herb balance, etc)
All telepaths share a secondary skill of phantasms, which allows you to stack many herb and focus mind cures passively, tying up balance. Additionally, all telepath afflictions are hidden, requiring a diagnose to address. Due to clogging herb balance, and the effects of sticking deadening consistently halving the speed of focus balance, the amount of mental afflictions telepathy can load on someone is mind boggling. Additionally with easy access to dominate, a telepath has the ability to force consumption of alcohol, or any poison in the victim's inventory. This means that even if a victim runs and survives, they'll remained disabled until they sober up. Phantasms also includes a frequent method of inducing blackout.
Between regular blackout and the ability to reliably stick recklessness for several seconds, on a short balance, to delay sip/sparkle/scroll ticks, and the constant 6 second tick of psivamp, and the offensive neutering of an enemy via massive mental affliction stacks, my experience with telepathy is that the skill forms a valid and high priority threat.
It's the ability to herb stack with phantasms synergy that you're overlooking (as well as lack of creative abuse of dominate), and that same property is needed to kill high-tier combatants with TK (contrary to the propaganda, TK's actually pretty easy to shut down if you know how, unless you get tricky with it and rely on sneakclots, choking out their herb balance, etc)
Phantom armour is not regular blackout. There's the chance to give it, but you can't give it on demand only when they attack you. Dominating to sip a poison, which can be cured by an herb, doesn't change the fact that you're still only afflicting with two things. And not everyone is carrying alcohol on them, so dominating to sip something that's not there is a waste of a balance and two power. Vadis system easily detects recklessness, and people can set the system to assume a certain percentage of stats, so they will automatically go to cure up.
If someone isn't making full use of cures, then that's their fault, but it's still possible to make use of all of them while easily curing the damage in the six seconds between a Telepaths attacks. And the same argument that I've not provided logs/timestamps can be thrown back in the fact that no one has provided a log of those strategies actually working against anyone and killing them in a reasonable amount of time.
Again, if Telepathy was fine and was viable in solo combat, then Esano would have had no reason to switch, Munsia would have had no reason to switch, Fillin would have had no need to envoy in a mindblast report, people would actually want to take up the skill, instead of passing it up and choosing TK. Only four of a Telepaths afflictions can stop an opponents offense, one can be cured in a second at Trans Discipline, one shares a cure with no other affliction in the skillset, the last two share the same cure, and will not always tick. Then the last three can be focused.
QUOTE (Phantasm @ Oct 1 2010, 07:11 PM) <{POST_SNAPBACK}>
Drop TP, go TK. You'll not suck.
Your reply to my thread several months ago.
Shryke2011-05-13 22:48:37
Mindburst is viable 1v1. It sounds like you want someone to provide you with some sort of algorithm that will always kill your opponent. There is a way to stop every combo in the game. If there wasn't then combat would be stupid.
Of course you can provide ways to stop every tactic. The strength of TP is that the affs are semi-masked, so your opponent cannot know exactly what you are giving them. You can take advantage of this with addiction and deadening. It's up to you to figure out how to trick them though. From the sounds of it you have given up. That's your own fault.
What I'll grant is that TP is 1 dimensional. It always revolves around an ego kill, which makes it a little easier to stop, but you can still overcome this. (I'd wager money that the 1 dimension issue is why Ceren envoyed mindblast.. Also because mindblast sucks)
Go try.
Of course you can provide ways to stop every tactic. The strength of TP is that the affs are semi-masked, so your opponent cannot know exactly what you are giving them. You can take advantage of this with addiction and deadening. It's up to you to figure out how to trick them though. From the sounds of it you have given up. That's your own fault.
What I'll grant is that TP is 1 dimensional. It always revolves around an ego kill, which makes it a little easier to stop, but you can still overcome this. (I'd wager money that the 1 dimension issue is why Ceren envoyed mindblast.. Also because mindblast sucks)
Go try.
Unknown2011-05-13 23:05:19
@neos: That's why you hand them a nice vial potent spirits, -then- dominate for it.
And yes, I agree that telepathy needs a secondary kill condition, as well as a reliable hinder.
And yes, I agree that telepathy needs a secondary kill condition, as well as a reliable hinder.
Neos2011-05-14 00:42:34
QUOTE (Shryke @ May 13 2011, 06:48 PM) <{POST_SNAPBACK}>
Mindburst is viable 1v1. It sounds like you want someone to provide you with some sort of algorithm that will always kill your opponent. There is a way to stop every combo in the game. If there wasn't then combat would be stupid.
Of course you can provide ways to stop every tactic. The strength of TP is that the affs are semi-masked, so your opponent cannot know exactly what you are giving them. You can take advantage of this with addiction and deadening. It's up to you to figure out how to trick them though. From the sounds of it you have given up. That's your own fault.
What I'll grant is that TP is 1 dimensional. It always revolves around an ego kill, which makes it a little easier to stop, but you can still overcome this. (I'd wager money that the 1 dimension issue is why Ceren envoyed mindblast.. Also because mindblast sucks)
Go try.
Of course you can provide ways to stop every tactic. The strength of TP is that the affs are semi-masked, so your opponent cannot know exactly what you are giving them. You can take advantage of this with addiction and deadening. It's up to you to figure out how to trick them though. From the sounds of it you have given up. That's your own fault.
What I'll grant is that TP is 1 dimensional. It always revolves around an ego kill, which makes it a little easier to stop, but you can still overcome this. (I'd wager money that the 1 dimension issue is why Ceren envoyed mindblast.. Also because mindblast sucks)
Go try.
Masked afflictions mean nothing when you consider the fact that you have 4 seconds, to cure, at minimum, 6 seconds max if they're not constantly chaining attacks once a balance is regained. And the different ways to cure herb/focus/beast/affliction resist/allheale. And the Telepath can't hinder any of those things reliably. Didn't say it wasn't viable 1v1, I've killed with it, but only through getting lucky with afflictions, or having long drawn out fights that have lasted nearly an hour or more and my opponent ran out of willpower, hell, that's not even a fully viable way due to a certain item. Mindblast sucks yes, but the only other method of pushing someone towards the insta along with afflictions is psyvamp, and with the curing items I listed, that damage amounts to nothing. You could debate someone, but all they have to do is change mindsets around, and you are not hindering or drawing damage away. If I had given up, I'd have never made this thread, and would have switched over to TK months ago. The rate of attack for a Telepath is what blocks them from actually sticking afflictions reliably. You have two or three afflictions, five from an Aero TP that you can hit at once, and only if everything lines up, but unless you're an Aero, they have time to cure those three afflictions.
Everiine2011-05-14 00:53:40
QUOTE (AquaNeos @ May 13 2011, 08:42 PM) <{POST_SNAPBACK}>
Didn't say it wasn't viable 1v1, I've killed with it, but only through getting lucky with afflictions, or having long drawn out fights that have lasted nearly an hour or more and my opponent ran out of willpower, hell, that's not even a fully viable way due to a certain item.
That's the point of the responses to your complaints, though...
Neos2011-05-14 02:34:15
QUOTE (Everiine @ May 13 2011, 08:53 PM) <{POST_SNAPBACK}>
That's the point of the responses to your complaints, though...
My original post listed what was wrong with the skillset. Two other people have posted things also listing what's wrong with the skillset, I provided a link, albeit an old one, but there's been little change to Telepathy in terms of afflictions, and mindblast got nerfed some time back, in which Geb made some of the same arguments. As I said, two out of the four(five on a good day), Telepaths have seriously considered switching to TK, due to the far superiority of it and the major difficulties in killing with Telepathy. Veyrzhul was a Telepath for a while, but then switched to TK. Munsia was a former TP, switched to TK. Esano, former TP, switched to TK. I pointed out where the various strategies people are talking about can go wrong, especially in an Aqua or Aero-mesne with healing and love ticking, and dominating to sip love is not a good idea, since they can just put it back up, right after you dominate it away and you just wasted 2 power and a balance. Phantasm mentioned to me using booze and dominating them to sip, but it's not hard for someone to either just drop it/put it away/or simply empty the bottle out. I then gave a quote of him, on a different forum profile, saying that TP sucks. My scenarios didn't even take into consideration the opponent actively hindering the Telepath, ie: prone, blindness, and possibly a few others. People complain about psyvamp damage, but with four things, you can cure it, and the attack is only every six seconds, along with there being nothing that can effectively stop them from curing. If you dominate to sip health+addiction, that's still one affliction, and can be focused off, leaving you with basically nothing and once again wasting 2 power. The only hindering a Telepath has that isn't based on the chance of it ticking is paralysis, which can be cured away in a second minimum, then the person simply runs out, cures up, and could probably start hitting the Telepath even before they're back on balance.
Unknown2011-05-14 03:03:03
To play devil's advocate, perhaps it is the case that TK is just too strong, rather than the other way around?
Neos2011-05-14 04:39:44
QUOTE (Rainydays @ May 13 2011, 11:03 PM) <{POST_SNAPBACK}>
To play devil's advocate, perhaps it is the case that TK is just too strong, rather than the other way around?
While I agree TK, is pretty strong and imo it needs to be downgraded in certain aspects. TP has problems, and I'm really confused as to how people aren't seeing it, when three(four if you count the post I linked by Geb) different people have mentioned the problems. The speed at which someone can cure the afflictions by a Telepath outpace the speed at which they're afflicting. Phantoms can help, but they only tick every 10 seconds. So if you somehow end up lining it all up, that's three mental afflictions, but with focus, herbs, teas, and a few other things that can resist/passively heal the afflictions, you aren't getting anywhere. Considering the various ways to cure available to someone, against the rate of afflicting/damaging for a Telepath, the Telepath will rarely come out on top.
Debating someone for damage is only a good strategy against someone who knows nothing about switching mindsets, then you aren't hindering or afflicting, so they can just walk out and cure, you chase, they continue moving while still curing, and you get nowhere.
Using illusions is finicky due to the various systems available, and the chance that they'll catch it.
If a Telepath psyvamps, with their lack of hindering, it should be pretty easy to simply leave the room, or move them out, in which they'll be off balance and unable to re-enter the room in a timely manner, or even stay in the room, cure up in those six seconds, while still being able to freely attack.
Esano2011-05-14 04:41:19
I strongly suggest you stop using me as an argument, as I didn't switch to TK to increase my capabilities in 1v1 (seriously, when do I fight 1v1?), I just like the increased tankiness of forcefield for bashing, especially as it allows me to changeling to faeling for influence without losing my tankiness.
Casilu2011-05-14 04:45:26
QUOTE (Esano @ May 13 2011, 09:41 PM) <{POST_SNAPBACK}>
I strongly suggest you stop using me as an argument, as I didn't switch to TK to increase my capabilities in 1v1 (seriously, when do I fight 1v1?), I just like the increased tankiness of forcefield for bashing, especially as it allows me to changeling to faeling for influence without losing my tankiness.
Esano, don't even talk like you know why Esano changed to TK from TP.