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View Full Version : you have to do something about teleport and kb powers.


Archived Post
08-28-2009, 04:51 PM
It's ruining pvp horribly. Everyone is running them now, just for pvp supremacy.

Archived Post
08-28-2009, 05:15 PM
It's ruining pvp horribly. Everyone is running them now, just for pvp supremacy.

FotM newbs... LoL...

If everyone is running teleport... I'm gonna fall in love with PvP.

Teleport is easier to catch and kill than ANY of the other powers- regardless if you also have teleport or any other power.

1) Predictable to catch. Easy to follow.

2) Slow Respawn- so they're out of travel power for 15 seconds. It's like a free disable travel power.

3) Only teleport away when hurt- so once you DO catch them- they're dead.



I love it when newbs think something is overpowered, and so they all decide to FotM it and everyone becomes teleporters. It just makes it easier for ppl like me to take their lives.

To all those who can't catch a teleporter.... L2P.
It's really not that hard once you learn the pattern.

Archived Post
08-28-2009, 06:26 PM
FotM newbs... LoL...

If everyone is running teleport... I'm gonna fall in love with PvP.

Teleport is easier to catch and kill than ANY of the other powers- regardless if you also have teleport or any other power.

1) Predictable to catch. Easy to follow.

2) Slow Respawn- so they're out of travel power for 15 seconds. It's like a free disable travel power.

3) Only teleport away when hurt- so once you DO catch them- they're dead.



I love it when newbs think something is overpowered, and so they all decide to FotM it and everyone becomes teleporters. It just makes it easier for ppl like me to take their lives.

To all those who can't catch a teleporter.... L2P.
It's really not that hard once you learn the pattern.\

Truth
Observe the pattern of the teleporter usually they will either tp backwards or forwards around a corner and try to heal (usually). if thier a little more sophisticated then they will mix it up a little, but that isnt really a problem when thier pattern is figured out

Archived Post
08-28-2009, 06:40 PM
Sounds like someone just needs to get better.

Archived Post
08-28-2009, 08:48 PM
It's nonsense that teleport is easier to kill than any other power. Any other travel power wouldn't even be able to get out of the fight, usually. Teleport engages instantly and at full speed with a stealth component.

You can try to guess where the teleporter is headed and often it will work but you don't have a lot of time. Especially if they have any self healing.

Archived Post
08-28-2009, 09:31 PM
It's nonsense that teleport is easier to kill than any other power. Any other travel power wouldn't even be able to get out of the fight, usually. Teleport engages instantly and at full speed with a stealth component.

You can try to guess where the teleporter is headed and often it will work but you don't have a lot of time. Especially if they have any self healing.

Yeah I don't know what they are talking about. Any time I go in with a Tele and Heal I usually can survive very well compared to other travel power setups.

Archived Post
08-28-2009, 10:25 PM
i dunno about the other travel powers but with swinging i was keeping up pretty well with teleporters in pvp as long as they didn't go straight up, i think they're still suseptible to certain types of damage when in their phase form too

Archived Post
08-28-2009, 10:36 PM
i don't follow a pattern when i teleport i go to a different spot and fly away at different angles every time because of people like you. sometime i even surprise myself when i end up somewhere i didn't expect. good luck catching me.

Archived Post
08-28-2009, 10:54 PM
In BASH matches you can still see the TPer's arrow on the minimap so it's easy to follow him around. You don't see it in arena matches or stronghold.

The only issues I have with teleport are that you can still use your heals/buffs while TPing, and you can TP while being CCed. They need to remove both of those for the power to be a little more balanced. Otherwise I think it's fine.

Archived Post
08-28-2009, 11:52 PM
i don't follow a pattern when i teleport i go to a different spot and fly away at different angles every time because of people like you. sometime i even surprise myself when i end up somewhere i didn't expect. good luck catching me.

And its people like you that i like in pvp..the chase is fun and the suprise is too :D

Archived Post
08-29-2009, 03:29 AM
Let's remove travel powers from PvP.
And heals.
And knockback.
And holds.
And blocks.
And passives.

In fact, let's just turn PvP into a match of Rock Paper Scissors, because that's a balanced and fair system.

Archived Post
08-29-2009, 03:47 AM
There is no cooldown timer for teleports in combat at the present time. This is why it's so FotM right now.

Archived Post
08-29-2009, 03:47 AM
The issue with teleports right now are the booster pills. No other travel power let's you have that 5 second breathing space to fully recover your health. Burrow has bigger safety, but takes longer to wind up.

Sure, you may catch them when they phase out on top of the cage, but they still have 15 seconds to block with full health and energy before their next bailout. Meanwhile you have an entire enemy team of judgement, tazer arrows, and chokers to worry about.

Archived Post
08-29-2009, 07:01 AM
In BASH matches you can still see the TPer's arrow on the minimap so it's easy to follow him around. You don't see it in arena matches or stronghold.

The only issues I have with teleport are that you can still use your heals/buffs while TPing, and you can TP while being CCed. They need to remove both of those for the power to be a little more balanced. Otherwise I think it's fine.

All I now is if/when they do it, I hope they allow me to respect my whole character. If you take it's advantages away it's not worth having. I can't fight with a travel power on like most others, that's a fairly big deal. IMO what you suggest is a huge change and Tele is so far down the list that I can't respect out of it now.

Archived Post
08-29-2009, 08:13 AM
Yeah, let's start taking the super out of super heroes. How very fun. Teleport is supposed to have a 15 second cooldown in combat already. I don't remember reading a comic where Nightcrawler had to tell Iceman to "hold up" while sparring in the danger room, do you? Teleport is disadvantaged in active combat because you cannot move as fast as others and there are ways to counter it already, maybe you should figure them out.

Archived Post
08-29-2009, 08:28 AM
FotM newbs... LoL...

If everyone is running teleport... I'm gonna fall in love with PvP.

Teleport is easier to catch and kill than ANY of the other powers- regardless if you also have teleport or any other power.

1) Predictable to catch. Easy to follow.

2) Slow Respawn- so they're out of travel power for 15 seconds. It's like a free disable travel power.

3) Only teleport away when hurt- so once you DO catch them- they're dead.



I love it when newbs think something is overpowered, and so they all decide to FotM it and everyone becomes teleporters. It just makes it easier for ppl like me to take their lives.

To all those who can't catch a teleporter.... L2P.
It's really not that hard once you learn the pattern.


QF....Complete BS.

This guy is full of crap.

I doubt he has recorded a single kill in PvP.

Teleport crushes you, stop pretending like your some pvp expert lol. Lamer.

Archived Post
08-29-2009, 08:45 AM
QF....Complete BS.

This guy is full of crap.

I doubt he has recorded a single kill in PvP.

Teleport crushes you, stop pretending like your some pvp expert lol. Lamer.

Stop being a typical pvp elitist. Nobody takes you seriously when you type like that.

Archived Post
08-29-2009, 09:39 AM
you realize if we come out of a tp and straight into combat, we get a 15 sec CD, thats a pretty big thing.

As a defensive move it is big. But it's beatable. Just need to know how. I am pretty sure there is a power out there that hits us while in TP form. I got it with it in a mission, and i have taken dmg in arenas while in TP form.

Just learn how to deal with folks who do have TP, easy as that.

Archived Post
08-29-2009, 09:53 AM
I ran teleportation in beta, I could neither teleport out of roots, NOR was I suddenly immune to damage. In fact, I daresay teleport is roughly as effective as smoke bomb in pvp.

It's also very much possible to disable travel powers, and teleport IS a travel power (unlike smoke bomb, which doesn't have the speed TP's have) if teleport hadn't fit better with my character concept, I would have probably taken acrobatics or tunneling instead, as they actually confer 'in fight' advantages. Teleport is good, yes...teleport is cool even. But in no way, is it overpowered between the likes of flight, acrobatics, and tunneling.

Archived Post
08-29-2009, 11:07 AM
QF....Complete BS.

This guy is full of crap.

I doubt he has recorded a single kill in PvP.

Teleport crushes you, stop pretending like your some pvp expert lol. Lamer.

Not at all BS. Why would I lie?

Teleport is so easy to catch, and it's so predictable. And the majority of the time- especially if you chase- you can follow their target reticle, knowing EXACTLY where they are.

Not to mention that in the CAGE MATCH, you can just look around from the middle, see them glow brightly bcak into existence- then cut infront of them to finish them off.

Tunnelling is MUCH more OP than Teleport. Except that newbs don't know how to use tunnelling either- trying to tunnel away when they're 10% health (meaning they're dead before they finish.)

Teleport is for newbs who don't have the skill to use a more powerful travel power, because the other newbs haven't learned to play against teleport (which is rather easy. I learned in only a few matches how to beat it.)

And in the end- regardless of which power you pick- a newb is a newb, and will be beaten by anyone who knows how to counter them.

Please, by all means- keep teleport and just believe i"m a lame BS liar. It just means easier kills for players who know what they're doing.

Archived Post
08-29-2009, 11:08 AM
There is no cooldown timer for teleports in combat at the present time. This is why it's so FotM right now.

Wrong. There is a timer...

Archived Post
08-29-2009, 12:24 PM
all teleport needs is a full charge requirement in combat. It's only a little overpowered.

Archived Post
08-29-2009, 12:42 PM
Wrong. There is a timer...

Well, yes and no. If you attack after TPing, you'll get a timer. However, if you haven't attacked in the last few seconds, you don't get a timer (this fixed the issue in PvE where you could get shot while traveling high in the air and fall to your death because the timer kicked in). And if you have Regen as your Defensive...oh, look, you have full HP if you keep it up.

However, I've found that PBAoEs can still hit somebody that is in the teleport state (somehow). I was tag-teaming with somebody that could hold, and they'd TP after being held (but they were still held in place), and I could walk up to them and hit them with my PBAoE and it would connect until the hold broke and they moved away.

Burrowing...now that is broken (assuming you dig under before you die anyway) - not only are you immune to ALL damage, but you gain a faster regen rate while you're underground.

Archived Post
08-29-2009, 01:31 PM
I use teleport for my concept not for PVP. All i did for me last night as melee was delay the inevitable. It gave me a few more seconds to be ****ed off that im not a ranged flyer. thats it.

And i did die, multiple times while i was teleporting from AOE and dots i guess. PLUUUSSSSS. I was knocked down so much that i couldn't use it most of the time anyway.

Archived Post
08-29-2009, 01:36 PM
There is no cooldown timer for teleports in combat at the present time. This is why it's so FotM right now.

Id be willing to be bet most people didnt know this when they picked it. I have used it all throughout beta when it had that horid timer on it that made me have to wait after combat to use it. So i was def surprised last night when i got out of the power room that they had changed it, as that change was made after beta.

Archived Post
08-29-2009, 05:21 PM
Teleport does need a nerf for PvP.

All you need to do to confirm it is compare it to the dedicated escape powers - Smoke bomb and vapor form.

Why would you ever take either of these powers when teleport does it better?

Tunneling needs nerfed too, you just don't see it as much becasue its impractical for traveling (blocked by curbs n stuff).

Archived Post
08-29-2009, 07:12 PM
By no means am I a PvP expert BUT, I have played my fair share of PvP in both FPSs, and MMOs, in this time I found that most of the time what people say is OP is way over-exaggerated. Is teleport OP, maybe, but not from my perspective. I am not sure at higher lvls but below 20 I had no issue killing about 75% of the opponents that attempted to 'escape' using it, and that was no better then most other travel abilities. I mean we are supposed to be Superheros, and the chases and near escapes has made PvP very fun and interesting. Start nerfing and adjusting it to be easier so ppl can just beat eachother until someone gets the last blow in would ruin the entertainment I get (and many others I suspect) from the travel powers. Anyone who has played FPSs for along time would be used to this type of combat... try to adapt and find strats to counter your opponents thats half the fun. Besides long epic battles are much more enjoyable then dying every 30s.

Cheers

Archived Post
08-29-2009, 07:20 PM
I think teleprt is fine (I use rocket boots though). I have been in tons of matches with opponents using tp when hurt. Just learn the patterns, and it is oh so much more satisfying when you run them down as the reappear and your team focus fires them. :)

The only problem I see is the top of the cage. It is obnoxiously hard to fly or jump up there to chase the teleport that can get there in a jiff. Other maps.. not so bad :)

Archived Post
08-29-2009, 07:30 PM
Teleport does need a nerf for PvP.

All you need to do to confirm it is compare it to the dedicated escape powers - Smoke bomb and vapor form.

Why would you ever take either of these powers when teleport does it better?

Tunneling needs nerfed too, you just don't see it as much becasue its impractical for traveling (blocked by curbs n stuff).

Point is, teleport DOES NOT do it better. Teleport adds stealth, like smoke bomb, but can't be given the KB advantage, it can also be disabled by travel power disablers.

Vapor form is definatly more superior, as it makes one immune to damage, Teleport does NOT make you immune to damage, it simply puts you in stealth and adds movement speed for a limited amount of time.

Pro-Tip: Learn what you are complaining about before you complain.

Archived Post
08-29-2009, 08:17 PM
I think teleprt is fine (I use rocket boots though). I have been in tons of matches with opponents using tp when hurt. Just learn the patterns, and it is oh so much more satisfying when you run them down as the reappear and your team focus fires them. :)

The only problem I see is the top of the cage. It is obnoxiously hard to fly or jump up there to chase the teleport that can get there in a jiff. Other maps.. not so bad :)

I always found it fun as my phoenix toon (fire/supernatural) to get ahead of TPers and drop a fully charged rank 3 pyre on their exit point. Even if I miss judge the exit point usually the dot effect of the residual flames hits SOMEBODY who tries running away. Only use pyre when I got a clump of opponents or as a deterrent to runners, otherwise I stick to picking people off in more interesting ways.

Archived Post
08-30-2009, 03:37 AM
simple, just count how many people in pvp use them and see their k/d ratio and then wonder if its op...

hint hint

Archived Post
08-30-2009, 04:24 AM
It's nonsense that teleport is easier to kill than any other power. Any other travel power wouldn't even be able to get out of the fight, usually. Teleport engages instantly and at full speed with a stealth component.

You can try to guess where the teleporter is headed and often it will work but you don't have a lot of time. Especially if they have any self healing.

You don't have to guess; you can follow them. There's a little glowing ball that looks, for all the world, like a Wisp, from ******** (the RTS or the MMO, either one). It moves quickly, but not so quickly you can't track it visually and catch in time to get them before they heal. Assuming, of course, that you have nothing better to do - it may be better to stay focused on the part of the map you're already in depending on what else is happening.

I am cerianly not an expert (yet), but if I had to make a list of all the things that couold use a tweak in PvP I doubt teleport would be high on the list.

Also, I'd much rather have vapour form than teleport as an emergency power. By orders of magnitude! I suspect the popularity of teleport has to do with the fact that bercause its a travel power, its "free" - that is, you can't take any OTHER useful combat power in that slot, and certainly not any power that will raise your damage as opposed to your survivability, so you may as well take the best you can get (which, admitedly, is still certainly not without its charm). If you received only one travel power, or if you had to choose your travel powers from out of the same pool as your other powers as you did in COH (which are both TERRIBLE ideas that I pray never happen) I suspect you would see far fewer people with teleport running around, and probably a slightly lesser increase in the number of people with alternative, and more effective, escape hatches.

KB is annoying. I remember some talk by the developers not too many days ago about implementing an immunity tinmer similar to the one for crowd controls on it, but it didn't SEEM to have happened yesterday when some nice fellow was bouncing me all over the map (it was really sort of comical, actually). Like any number of people, I think that would be a brilliant idea, though probably the timer should not be quite as long.

Archived Post
08-30-2009, 04:32 AM
Point is, teleport DOES NOT do it better. Teleport adds stealth, like smoke bomb, but can't be given the KB advantage, it can also be disabled by travel power disablers.

Vapor form is definatly more superior, as it makes one immune to damage, Teleport does NOT make you immune to damage, it simply puts you in stealth and adds movement speed for a limited amount of time.

Pro-Tip: Learn what you are complaining about before you complain.

Teleport has no cooldown currently smoke bomb has 120seconds cd.
Teleport works as a pseudo-holdbreak, smoke bomb doesn't last i checked.
Teleport puts you in super speed flight, smoke bomb doesnt.
Travel power disablers have a longer cd than duration, they wont stop anyone tping out.
There is no question that teleport is better than smoke bomb!

Funny you bring up travel disablers because they are another reason tp is op, TLunge can be used on cd and keep the other travel powers from escaping, teleport will get one cast off and then be gone because the 15sec cd wont kick in.

Vapor form is situationally better than teleport but its not as good overall.
Vapor form might save you once every 5 minutes, teleport every 15 seconds at worst.
Teleport is immune to all direct damage and most aoes, since they require a target to cast. It can be hurt by some aoes or any dots that were on you before you started.
Vapor form is immune to all but 2 damage types.
Thing is, if aoes and dots are enought to kill you, you are leaving it too late to teleport. Its not as if you are waiting on its cd, unlike vapor form!
Consider that it also takes up a normal power slot, which is more versitile (and therefore more valuable) than a travel slot. Again its not a difficult choice to go for tp.

So mr pro, thanks for the tip. Mind if i go my own way?

Archived Post
08-30-2009, 05:08 AM
moar nerf herding plz.



i r noub that can't pvP so i cri cause game fault not me, i r gud noub.
why tp? tp cheats. why kb? noub kb.
no kb, no tp, no power, tru warrirs only.

Archived Post
08-30-2009, 05:18 AM
Everyone seems to be concentrating on one aspcet of the Teleport skill, correct me if I am wrong but I do not believe you can use any attacking skills while in Teleport. That makes teleport situational, or a great escape tool, but not as useful for actual attacks, this differs greatly from other travel powers. I have fought against a great deal of flying ranged shooters, is that OPed becuase they can use it while attacking?

This whole teleport OP, they won't stand there and take it is crap. Every characters travel ability has pros, and cons, some work better in situation x other in situation y.

Why does everyone want the world?

You want to know what is crap the fact that characters get 2 travel powers, that is crap, it negates the disadvantages, and imo ruins the travel power concept. You should only get 1 travel power in the current system. We can thank the communitity for that change too, Cryptic originally had you getting 1 travel power.

Many players here enjoy the unpredictable, fast, cat and mouse PvP, I know I do... your a damn Superhero don't you think that you deserve to be able to last a bit longer then one hit?

I would wager a bet that most of the players that are complaining are mainly PvE players with little PvP experience (in gaming in general), so what they see as OPed in PvP is not the same opinion a seasoned PvP vet would carry. The best drive to adapt and conquer not whine and complain.

By no means do I think Cryptic has it perfect, and I suspect lots of changes while they balance but please the better questions to ask would be "How do you deal with teleporters? OR What is a great skill to counter the teleporters?" This way if no answers about how to counter something are given Cryptic has a clue that they should investigate.

Cheers all

Archived Post
08-30-2009, 05:36 AM
Teleport has no cooldown currently smoke bomb has 120seconds cd.
Teleport works as a pseudo-holdbreak, smoke bomb doesn't last i checked.
Teleport puts you in super speed flight, smoke bomb doesnt.
Travel power disablers have a longer cd than duration, they wont stop anyone tping out.
There is no question that teleport is better than smoke bomb!

Funny you bring up travel disablers because they are another reason tp is op, TLunge can be used on cd and keep the other travel powers from escaping, teleport will get one cast off and then be gone because the 15sec cd wont kick in.

Vapor form is situationally better than teleport but its not as good overall.
Vapor form might save you once every 5 minutes, teleport every 15 seconds at worst.
Teleport is immune to all direct damage and most aoes, since they require a target to cast. It can be hurt by some aoes or any dots that were on you before you started.
Vapor form is immune to all but 2 damage types.
Thing is, if aoes and dots are enought to kill you, you are leaving it too late to teleport. Its not as if you are waiting on its cd, unlike vapor form!
Consider that it also takes up a normal power slot, which is more versitile (and therefore more valuable) than a travel slot. Again its not a difficult choice to go for tp.

So mr pro, thanks for the tip. Mind if i go my own way?

Teleport can be followed, Smokebomb (generally, there are exceptions) can't.
teleport DOES have a cooldown, albeit a (much) shorter one.
teleport does not allow casting while in stealth, smokebomb does, albeit it cancels stealth.
Teleport costs a travel power slot, and isn't very useful in any offensive role, basically making it easy for others to escape YOU. once again, this is a problem smokebomb doesn't have.
'I've never been able to break from a hold with teleport, maybe it was bugged for me, but I doubt it's supposed to work that way, which would be a bug, not make it OP.
I don't find teleport to be clearly superior...

Travel power disablers will disable someone when it matters, one time is enough and they WILL stop you from porting one time.
Cooldowns can be reduced in several ways, including gear. Having an high enough int will halve it, for instance.

Teleport saving you every 15 seconds sounds like a VERY boring way to spend your match...I'd rather have a kill/death rations of 7:3 then 1:0.
Teleport generally gets hit by everything aimed at it still by time of departure, just like any other travel power, this might WELL put you in the danger area of Dots and PB-AoE despite of how early you leave. Or perhaps you suggest that leaving at 60% health is the way to go?
Travel power slots might be less versatile, but are also seven times as rare as a powerslot so we can discuss about relative value from there, and I doubt we'd agree much. Personally, I'd rather have acrobatics and a reliable flight power for pvp, bar any themed purposes. Teleport is a defensive option, true, but it IS very much limited to that defensive use.

I'll concede that I guessed Vapor Forms cooldown would be lower than that, nevertheless, you'll always have the chance of not getting out of the 'danger' zone in time with teleport. I do wonder if heals can be cast on vapor form. I know it can at least be modded for AoE chill, which is one hell of a team support skill.

In any case...Perhaps I shouldn't have been so 'elitist' about my remarks. My point was that there are plenty of ways to deal with teleport, other travel powers bring other benefits to pvp, and there are definitely good ways to get out of combat without teleport. I'm just getting sick of all the nerf calls going on for skills that do not NEED a nerf. If you strip teleport of it's defensive properties (and I do not mean breaking holds, that's just silly and if it's true, something should be done about it and ONLY that) it will become practically useless in pvp as a travel power, unlike the likes of flight, acrobatics, and tunneling.

Archived Post
08-30-2009, 07:26 AM
Its mainly the bugged state of teleport not giving any cd as long as the teleporter takes no offensive action that is making it a perfect escape.

Just to clarify re: holds, teleport isnt breaking holds, but its possible to get into the teleport state while held and break the hold by tapping z there.
The enemy can only really harm you there if they have pyre.
This may be somewhat dependant on latency and/or the ability to sometimes get a shot off on someone just entering teleport, it seems a bit janky, but its one hell of a bonus when it happens.
Versus anyone who is looking to hold you still for a pounding it works as a hold counter, you are still held but largely invulnerable.

I do agree if they fix the bug with teleport, (the 15 second cd not activating even if you are hit before and after a port) and the teleport state persisting in a hold its not massively op.
Its just little things, like the synergy with healing powers, the availability of +heal blobs, the general weakness of dots and untargeted aoes (except pyre, its a monster!) and another travel power available to cover its weaknesses that tip things towards teleport being op.

I think we can agree to disagree on alot, I still wouldn't touch any off the escapes over tp!

Things must be closer to balance than I think if I feel compelled to make 2 damn long posts arguing over the game!
Sorry Myrnodyn if I was less than polite.

Archived Post
08-30-2009, 07:28 AM
You want to know what is crap the fact that characters get 2 travel powers, that is crap, it negates the disadvantages, and imo ruins the travel power concept. You should only get 1 travel power in the current system. We can thank the communitity for that change too, Cryptic originally had you getting 1 travel power.



Agree.

And yes, Teleporters are usually easy to catch once you've observed them and learned their pattern. I see no problem with the skill. It's annoying, yes, but it's a survival tool. It is supposed to be annoying.

Archived Post
08-30-2009, 07:31 AM
As stated above, -travel doesn't work. -travel only lasts like 3 seconds, so unles syou have one player spamming Hurl 100% of the time...heh.

You don't have to guess; you can follow them. There's a little glowing ball that looks, for all the world, like a Wisp, from ******** (the RTS or the MMO, either one). It moves quickly, but not so quickly you can't track it visually and catch in time to get them before they heal. Assuming, of course, that you have nothing better to do - it may be better to stay focused on the part of the map you're already in depending on what else is happening.
You can't see the glowball unless you can perceive the TPer, which needs a champion with good perception... meaning superstatted Int and maybe a +perception item. In any case it's not very useful for running a TPer down since TP is easily the most maneuverable travel power. It can be hard just keeping the TPer on the screen.

Even if they don't pick up a heal boost while phased, a competent TPer will be ready for pursuit and very probably be healing already. And they only have to live 15 seconds, at which point they are immune to damage because they never have to drop out of TP if they don't want to.

Try chasing down a TPer in High Tech sometime.. I like that arena, but damn.

Teleport saving you every 15 seconds sounds like a VERY boring way to spend your match...I'd rather have a kill/death rations of 7:3 then 1:0.
Besides being an excellent defensive tool, Teleport is ideal for popping up next to someone and whacking them on the head for massive damage. :)

again... a minor change which would go a long way is requiring TP to charge up if the TPer is personally being attacked.

I'd like people to consider that teleport did not always work like this. Teleport had to be changed because it was practically unuseable on teams, but the changes might have hit PVP a little too hard.

Archived Post
08-30-2009, 07:39 AM
moar nerf herding plz.



i r noub that can't pvP so i cri cause game fault not me, i r gud noub.
why tp? tp cheats. why kb? noub kb.
no kb, no tp, no power, tru warrirs only.

This.

Everything isn't OP, adapt or move on really.

Don't ruin it for the rest of us.

Archived Post
08-30-2009, 07:43 AM
Teleport didn't used to be this way. It was changed. Should that just be ignored? You arn't making an argument that it is balanced, you're making an argument that balance is irrelevant. What's the point?

Archived Post
08-30-2009, 04:11 PM
Bottom line is Teleport + Regen = You only die if you're dumb. If you get hurt, you teleport, ride out the full duration, don't attack when you pop back up so you can teleport again. Repeat until you're full health and continue on as usual.

Are you doing anything during this time but running? No, but it's annoying as Hell and shouldn't give people such an easy way to survive in a category of play that's supposed to be about skill.

Archived Post
08-30-2009, 04:23 PM
So you believe that if somebody doesn't wanna fight or wants to evade they shouldn't be able to?

If two supers are fighting and one of them is running the entire time, and playing only defensively then it seems balanced that he doesn't die. It only becomes a problem when that same character that can't die is also killing people at the same time.

But he's not...he's not dealing any dmg while he's running...he's just running. Moral of the story...if you don't have teh coordination to take down an evading target...stop attacking it. It's common sense. If you came across a COSMIC monster in game and realized you couldn't solo it...would you cry Nerf??

Or....would you go get a team so you could take it down. PvP is the same concept. Some toons are built to survive a 2v1 or so encounter...those toons are usually very defensive and deal little damage. But the fact that they can survive that onslaught from 2 people doesn't make defensive players OP or broken, it just means that they built their toons appropriately.

If you want that person to die...get a team. If it's in a BASH match...he probably isn't that much of a threat cause the dmg he can put out will be lackluster at best. If he's getting kills it's cause he's taking the last few shots at somebody. I just don't understand all the cries for nerf when it already seems pretty balanced. And no, not a single one of my toons has teleport as a travel.

Archived Post
08-30-2009, 04:41 PM
I believe there's an unspoken equation in all competitve games where effectiveness of any ability should require a certain amount of skill and gameplay requirement (cooldown, disadvantage, what have you). When things in a game garner a high amount of effectiveness with a low amount of gameplay mechanic or skill requirement, something needs to change.

As random as UTC matches are, you just aren't going to find the team coordination required to kill someone that can teleport to an intangible state whether they are held or not, heal themselves to full health, and repeat ad nauseum.

Your argument is basically that with enough skill the topic of this thread is surmountable. And it is, but the skill require to surmount the topic at hand is exponentially larger than the skill required to present the problem.

Archived Post
08-30-2009, 05:07 PM
I've been playing Teleport a bit more,

my findings are that you can TP out of holds and roots, though it is possible for new holds to land on you while you are phasing out. The tactical maneuverability is ridiculous: I played a Darkness champion with Shadow Form first with ice flight then deleted and remade with teleport (when Ice Flight proved kinda sorta useless in pvp.)

the difference was night and day. I only ever died when I was chain KB'd and couldn't get up, or if I TP'd too late.

Teleport _at least_ needs to require a chargeup to get out of combat.

Archived Post
08-30-2009, 05:20 PM
I believe there's an unspoken equation in all competitve games where effectiveness of any ability should require a certain amount of skill and gameplay requirement (cooldown, disadvantage, what have you). When things in a game garner a high amount of effectiveness with a low amount of gameplay mechanic or skill requirement, something needs to change.

As random as UTC matches are, you just aren't going to find the team coordination required to kill someone that can teleport to an intangible state whether they are held or not, heal themselves to full health, and repeat ad nauseum.

Your argument is basically that with enough skill the topic of this thread is surmountable. And it is, but the skill require to surmount the topic at hand is exponentially larger than the skill required to present the problem.

I ran pugs for a long time before I joined up with my SG for premades and I built teams in every one of the premades and found soft targets and target called. I only lost perhaps 1 or 2 of those matches if I had at least 2 other people working with me. Seems to me the skill pool is available and the problem is people not tapping their resources.

For my teams that are PuGs I usually play the healer and I spam ego blast to drop block for > 0.4s during spikes to allow dmg/KB to get through since I know most avg joe gamer is trying to DPS more than CC or debuff.

Now you may think that I go through "Too Much" effort just to be effective in PvP settings, but I don't see it that way...I just don't cry nerf for everything that requires half a brain to counter. I just find another way and get it done...it really isn't that hard.

EDIT: I like the idea of giving tele a mandatory charge to activate in PvP...or make TP duration become linked directly with length of charge. IE you charge to full you get your full 15s TP...half charge 7.5s ect ect... If that was implemented perhaps people would have to choose when to block and when to do a big TP or when to just tap it and move around a corner to break LoS. It'd make TP that much more tactical.

Archived Post
08-30-2009, 09:38 PM
Simple solution would be to add a charge-up to teleport. At least if you want it for the full duration. In it's current form you only die if you make a mistake, or get chain KB'd. PvP so far is just finding a mechanic exploit to counter another mechanic exploit.

Archived Post
08-30-2009, 09:55 PM
Exploit is such an ugly word. It implies that a mechanic is being used against the nature of the engine...and being done so intentionally. No good PvPer resorts to using broken powers, like a power that can perma mez or perma KB like how ego hold used to and Shotgun used to, to gain leverage in a match.

While I don't know any people personally who engage in said behavior, I know many of them exist. People who just wanna tee off on other people with broken powers cause that's their version of fun. GG for them. I don't consider them real PvPers.

Your statement is pretty accruate though if you remove the exploit part.

Archived Post
08-31-2009, 02:57 AM
this whole conversation is dumb.

you see, this is akin to the elusivity debacles from cox.

in i13, in a 5 v 5, you could have 5 defense toons hitting god modes and playing full on aggressive destroying anything.

5 people with TP aren't gonna destroy a team by default, especially with the hold mechanics of this game (no hold suppression).
TP is annoying, but not OP.

stop crying.

Archived Post
08-31-2009, 09:22 AM
I've been playing Teleport a bit more,

my findings are that you can TP out of holds and roots, though it is possible for new holds to land on you while you are phasing out. The tactical maneuverability is ridiculous: I played a Darkness champion with Shadow Form first with ice flight then deleted and remade with teleport (when Ice Flight proved kinda sorta useless in pvp.)

the difference was night and day. I only ever died when I was chain KB'd and couldn't get up, or if I TP'd too late.

Teleport _at least_ needs to require a chargeup to get out of combat.

This is exactly what I mean. Everyone says "L2P just hold him." YOU CAN TP WHILE HELD. That **** needs to be nerfed. Wtf is the point of a hold when you can TP to escape?? Removing the ability to TP while held would go a long way in making it a little more balanced. Anyone defending this mechanic is a moron.

Archived Post
08-31-2009, 11:19 AM
Holds stop you from using teleport. Also, there are a few powers which prevent others from using travel powers. I haven't tried them myself but im pretty sure that based on that description would effect teleporters. I imagine thats kinda the point. What about people who can get on top of the cage, superspedd who can out run you, fliers who can avoid melee, smoke bombers with consistant stealth? The point is you just need to find a way around it.