View Full Version : nailed to the ground not working on teleporters
Archived Post
05-16-2011, 03:57 PM
this is what I've found... in every tier so far I've seen people able to teleport immediatly after being hit by nailed to the ground... I try to watch for those abusing the travel power, to attack someone right after coming out of teleport, so they are stuck with the phase in cooldown.. On my 2nd or 3rd attack, i will use a power that has nail to the ground advantage, and then watch as 2seconds later they teleport away.. At 1rst I was thinking maybe they had molecular self assembly power. Yet knew that couldn't be it when i saw people in t1 doing it. it seems as if the phase in cooldown might be clearing nailed to the ground on them... I've also tested this on a few of my toons that use teleport... if I have the cooldown, then get hit with nailed to the ground, it seems like the debuff only lasts for 1-2seconds instead of the 8second lock out..
Archived Post
05-16-2011, 04:24 PM
this is what I've found... in every tier so far I've seen people able to teleport immediatly after being hit by nailed to the ground... I try to watch for those abusing the travel power, to attack someone right after coming out of teleport, so they are stuck with the phase in cooldown.. On my 2nd or 3rd attack, i will use a power that has nail to the ground advantage, and then watch as 2seconds later they teleport away.. At 1rst I was thinking maybe they had molecular self assembly power. Yet knew that couldn't be it when i saw people in t1 doing it. it seems as if the phase in cooldown might be clearing nailed to the ground on them... I've also tested this on a few of my toons that use teleport... if I have the cooldown, then get hit with nailed to the ground, it seems like the debuff only lasts for 1-2seconds instead of the 8second lock out..
I think NTTG fails to work with tele and swinging at the moment, but don't quote me.
Archived Post
05-16-2011, 04:30 PM
Nailed to the ground only lasts for 5 seconds and has a 20 second internal cooldown before it can be re-applied. For teleporters who constantly spam the power because they lack any ability to actually play the game properly, you'll just have to use perception gear to make their stealth useless.
Archived Post
05-16-2011, 06:26 PM
this is what I've found... in every tier so far I've seen people able to teleport immediatly after being hit by nailed to the ground... I try to watch for those abusing the travel power, to attack someone right after coming out of teleport, so they are stuck with the phase in cooldown.. On my 2nd or 3rd attack, i will use a power that has nail to the ground advantage, and then watch as 2seconds later they teleport away.. At 1rst I was thinking maybe they had molecular self assembly power. Yet knew that couldn't be it when i saw people in t1 doing it. it seems as if the phase in cooldown might be clearing nailed to the ground on them... I've also tested this on a few of my toons that use teleport... if I have the cooldown, then get hit with nailed to the ground, it seems like the debuff only lasts for 1-2seconds instead of the 8second lock out..
It's only a five second lock out.
Also, if anyone else hits them with a nailed power (say a melee lunging who like most melee types has nailed in their lung) then they get 20 second immunity to nailed. This happens all the time since melee players tend to want to get into the fight as fast as possible, and hence, lunge into every fight.
I actually thought this same thing when a guy I was knocking out of the sky kept teleporting as soon as he hit the ground. After testing a bit it turned out to just be that knocking someone out of the sky took 3-4 seconds for them to float to the ground and then the last second or two was them getting back to their feet by which time nailed had worn off.
Archived Post
05-16-2011, 10:54 PM
The problem is too as long as they dont attack you the cooldown doesn't trigger, so they can run away even if hit with normal attacks. You could fix it by making the cooldown trigger on damage, but then that is a PvE nerf, and does affect it pretty harshly. So even if they get locked down for 5 secs, they can tele as soon as its done.
Archived Post
05-20-2011, 02:07 AM
Nailed to the ground only lasts for 5 seconds and has a 20 second internal cooldown before it can be re-applied. For teleporters who constantly spam the power because they lack any ability to actually play the game properly, you'll just have to use perception gear to make their stealth useless.
Or the devs could fix the best active defense I mean travel power in the game -.-
Archived Post
05-20-2011, 02:38 AM
Or the devs could fix the best active defense I mean travel power in the game -.-
I would give up neither IDF or Defiance in favor of teleport. Or lots of other things, actually. It isn't an I win button and only functions as an I don't lose button if you enter very early. any lag in your connection and you take hits for a second or 2 after entry. I never think to port at the end, the half a dozen times I tried it I died mid flight.
I'll count resistance on very hard as the first time I had to abuse the mechanic (and I did try to leave first lol) and I'm quite grateful it was actually there....Interestingly you can be shot mid teleport there if your not careful. Those nasty overseers apparently have perception gear :)
Archived Post
05-22-2011, 04:51 AM
I would give up neither IDF or Defiance in favor of teleport. Or lots of other things, actually. It isn't an I win button and only functions as an I don't lose button if you enter very early. any lag in your connection and you take hits for a second or 2 after entry. I never think to port at the end, the half a dozen times I tried it I died mid flight.
I'll count resistance on very hard as the first time I had to abuse the mechanic (and I did try to leave first lol) and I'm quite grateful it was actually there....Interestingly you can be shot mid teleport there if your not careful. Those nasty overseers apparently have perception gear :)
It's the most irritating rage encouraging power in PvP and that's what this thread is aimed at content-wise as only travel power removes matter there along with cancelling teleport. You have all these cheap arse tele*****es running round and it ****es people off. IDf and Defiance or IDF and Invuln are cake if you know what you're doing which I'm assuming you do Chaos ^^ So..I question why you'd give up them over teleport? o.O Teleport is an I win button when you have 5 of them like usual basicly swarming people like what usually happens. Not to mention it's still quite honestly the BEST active defense in the game and it's travel power. That's broken regardless of how you view it.
Archived Post
05-22-2011, 08:10 AM
It's the most irritating rage encouraging power in PvP and that's what this thread is aimed at content-wise as only travel power removes matter there along with cancelling teleport. You have all these cheap arse tele*****es running round and it ****es people off. IDf and Defiance or IDF and Invuln are cake if you know what you're doing which I'm assuming you do Chaos ^^ So..I question why you'd give up them over teleport? o.O Teleport is an I win button when you have 5 of them like usual basicly swarming people like what usually happens. Not to mention it's still quite honestly the BEST active defense in the game and it's travel power. That's broken regardless of how you view it.
Agreed, even with perception gear its hands down the best power in pvp.
Archived Post
05-22-2011, 03:23 PM
Agreed, even with perception gear its hands down the best power in pvp.
*sigh*
but they haven't separated it from PVE yet. and in PVE I'll take those active defenses. Its may be the best thing in PVP but not the game, hence my point. I've done a little PVP lately, not much but some. I would say holds were more annoying at the moment, but just my opinion. Also they happen to annoy me in PVE too. A lot actually.
Archived Post
05-22-2011, 08:33 PM
I've noticed that a R3 teleporter can get out of range before a lunge finishes animating. Lunge will go on cooldown but no hold, damage, or NTTG is applied. Its a bit frustrating cause you get knocked back down to in-combat speeds despite not actually landing an attack while the person you're chasing zips away at breakneck pace.
The same thing can happen if someone abruptly pulls around the corner and breaks line of sight while you're in mid attack.
Kinda stinks but it feels like its a limitation in the way powers work. I don't think the devs accounted for players moving that quickly either out of range or out of sight.
Archived Post
06-08-2011, 12:51 AM
Agreed, even with perception gear its hands down the best power in pvp.
Problem is PvP isn't about "hide and survive" it's about fighting for all you're worth despite the odds. People who do nothing but stay in teleport, or stay turtled up in a constant block don't deserve to be in a PvP match. The occasional block is OK but otherwise it should be attack, attack, attack.
Archived Post
06-08-2011, 02:48 AM
The snare only lasts 5 seconds, then they get 20 seconds of immunity.
Again, like all of your posts, this is not a bug issue. This is an issue with you not being able to hold your own against a teleporter in PVP.
You really need to stop beating on this dead horse. It seems that when you lose, it's either a bug, a hack, a cheater, or an exploit and not a simple case of you losing.
I have taken my Elec toon into PVP and had no problem defeating a teleporter that I specifically targetted because my melee teammates couldn't get them. I killed that one player 6 times.
And I don't even PVP! I'm not built for PVP! I was just there to complete the PVP mission!