City of Data: Telekinesis
Telekinesis suffers from what amounts to a TRIPLE WHAMMY put on it by Cryptic/Paragon Studios when they implemented the Control NERF that included putting caps on aggro. Whereas before the nerf, Telekinesis could affect an unlimited number of $Targets within the 10ft radius Sphere around your anchor target, which is when Telekinesis REALLY started to shine ... after the nerf Telekinesis could only affect a maximum of five $Targets.
FIVE.
This meant that although Total Domination (and other "mass" control powers like it) had a max target cap of 16 ... Telekinesis was nerfed into the ground with a max target cap of only FIVE targets affected, maximum.
FIVE.
That meant you couldn't do THIS anymore ... (yes, I was playing at 640x480 resolution back in those days) ...
I count TEN Skyraiders being held/repelled by Telekinesis in that image.
Not five ... TEN.
Needless to say, all efforts to correct this massively unfair (and totally unnecessary) "fix" to Telekinesis fell on deaf ears at Cryptic/Paragon Studios ... even though the actual solution to this specific problem involved changing a SINGLE parameter for the power.
Step 1: delete "5" from max targets table cell
Step 2: replace with "16" in the max targets table cell
Step 3: DONE
Apparently, this was "too much work" or something to get done in multiple years after the nerf ruined Telekinesis as a MASS Hold power. Yes, I'm still bitter that no one on staff thought this was worth the effort it would take to fix. They made a mistake and resolved never to correct it. Thanks guys!
Now the bigger problem with Telekinesis was that it was originally balanced around the notion that it could hold an unlimited number of targets within a 10ft AoE around the anchor $Target, with "extras" within that AoE able to fall out of that radius if the Repel aspect of the power allowed them all to drift too far apart from each other ... which was quite possible in the absence of convenient terrain to "corner pack" them all into (see above picture for reference of exactly this). That's because the Repel always moved Foes AWAY from the CASTER, and since $Targets refused to stay in a nice straight line (forever) this meant that over time they'd essentially "drift apart" on different vectors unless there was some kind of terrain to push them together into.
That doesn't necessarily have to be the case anymore, though. One of the tools that became available long after Telekinesis was put into the game was the ability for powers to open up OTHER POWERS, like with Kheldian Forms and later Swap Ammo in Dual Pistols and so on.
What Telekinesis REALLY needs to be is a 2-in-1 power where the power pick opens up 2 subsidiary powers, both of which would be Toggles.
The main power would be a Hold Toggle that does everything Telekinesis does right now MINUS the Repel effect.
The second (sub) power would be a Repel Toggle that applies the Repel effect of Telekinesis only onto the $Target affected by Telekinesis (so use the same anchor) plus a 10ft radius around that $Target.
Furthmore, the second (sub) power for the Repel effect could only be Toggled on while the main (sub) power Hold Toggle effect was toggled on. As soon as the Hold of Telekinesis is detoggled, the Repel of Telekinesis is automatically detoggled with it and both powers go into Recharge (base 60 seconds for each).
This way, you'd be able to toggle on/off the Repel effect of Telekinesis "on demand" rather that suffering from an (unwanted) "Always On" condition (that doesn't help you any most of the time).
The way that I would implement this would be to alter the Hold Toggle side of Telekinesis to make the Repel effect conditional upon a designated buff effect being put onto the caster (no buff on Caster, no Repel effect added to the 10ft radius Target AoE Telekinesis). You then just make the Repel Toggle add this designated buff add to the Caster.
The Endurance Cost of Telekinesis on City of Data is 1.56 END per 0.5 sec activation.
I would recommend splitting this not in a 1:1 fashion of two halves, but rather into a 2:1 ratio of thirds.
Make the main power with the Hold Toggle cost 1.04 END per 0.5 sec activation.
Make the second (sub) power with the Repel Toggle (self buff enable) cost 0.52 END per 0.5 sec activation.
Total cost with both Toggles active ... 1.56 END per 0.5 sec activation.
And THAT is how you take a power that was nerfed into the ground by Cryptic/Paragon Studios and REFACTOR it to yield the exact same performance in a MUCH more controllable state that makes the power actually worth taking (and using), rather than keeping it as an annoying novelty that hardly anyone makes use of and which is extremely prone to making a mess of herding in team situations.
Your move ... Dev Team.