View Full Version : Hero games turning to teleporter fest...
Archived Post
09-02-2009, 11:43 PM
Hero games have started to turn to teleporter fest, especially tiers 1 and 2 as more and more people start rolling fotm tp toons, and games degrade to whoever got most teleporters wins games, as whenever they would about to die they can just press the instant "I-escape button".
And yes, i do that too and i find it extremely overpowering in most of pvp where least deaths are always those with teleporters, unless theyre total *******.
Its not even fun anymore.
Archived Post
09-03-2009, 12:11 AM
I used to think Teleporters where a problem..and then I got rocket jump and started following them up to the top of the cage and finishing what i started...it was fun :D
Archived Post
09-03-2009, 12:36 AM
except only idiot teleporters dont block until tp is back up again, or instantly tp moment you arrive.
Archived Post
09-03-2009, 01:00 AM
For what it's worth, at level 26, I'm finding that TP, both my own usage and that of my opponents, isn't especially great. At least half of the time I can track them down and smack them hard, and I've been getting my rear handed to me often enough. It seems to be working much more closely to how it was intended than before.
Archived Post
09-03-2009, 01:48 AM
One of the biggest problems is that they cancel attack, and avoid the 15 second cooldown.
1) They teleport for way too long. (It needs to be cut shorter)
2) They regen while teleporting. (Cant use any other powers- why should you use this one?)
3) Often there is no 15 second cooldown like there suppose to be. (Ive seen ppl get hit by me, rooted, then beaten- teleport away, get hit IMMEDITELY bc i followed them- beaten (within 3 seconds) and teleport INSTANTLY again.
4) Snares and Roots do nothing. Snares don't snare them. Roots don't root them. Only holds work.
FIXES:
A) Teleport time needs to be cut shorter SLIGHTLY.
B) As teleport isn't suppose to have the use of any powers- Regen should not be useable while phased. In accordance with the rules for teleport.
C) There needs to be a 15 second cooldown, possibly increased to 20 seconds.
D) You shouldn't be able to teleport while held.
E) Don't give a respec to anyone who picked teleport. Force FotM min-maxers to suffer once they're nerfed. This discourages these exploiting cheaters who pick powers solely to min-max, exploit, and win- ruining the game for everyone else.
Archived Post
09-03-2009, 02:34 AM
One of the biggest problems is that they cancel attack, and avoid the 15 second cooldown.
1) They teleport for way too long. (It needs to be cut shorter)
2) They regen while teleporting. (Cant use any other powers- why should you use this one?)
---Its Regen..other HoTs also work as well should they be cleared of ALL friendly and unfriendly buffs/debuffs because they TP'd? You clearly haven't thought this through...
3) Often there is no 15 second cooldown like there suppose to be. (Ive seen ppl get hit by me, rooted, then beaten- teleport away, get hit IMMEDITELY bc i followed them- beaten (within 3 seconds) and teleport INSTANTLY again.
---And OMG Fliers don't stop flying unless I HOLD/Root them either!! Oh noes! Nerf fliers too..
4) Snares and Roots do nothing. Snares don't snare them. Roots don't root them. Only holds work.
--This is the way that power is designed. It worked this way for YEARs in a certain other game by Cryptic and tanks always had it to avoid being rooted in place.
FIXES:
A) Teleport time needs to be cut shorter SLIGHTLY.
--TP is so short at the moment it is sometimes cumbersome to move on bigger maps without falling to death due to server lag.. so no..
B) As teleport isn't suppose to have the use of any powers- Regen should not be useable while phased. In accordance with the rules for teleport.
---See above
C) There needs to be a 15 second cooldown, possibly increased to 20 seconds.
No there shouldn't you should get a hold end of story
D) You shouldn't be able to teleport while held.
You aren't supposed to be able to so BUG it
E) Don't give a respec to anyone who picked teleport. Force FotM min-maxers to suffer once they're nerfed. This discourages these exploiting cheaters who pick powers solely to min-max, exploit, and win- ruining the game for everyone else.
--This is spiteful and uncalled for
See the edits... :cool:
Archived Post
09-03-2009, 03:10 AM
E) Don't give a respec to anyone who picked teleport. Force FotM min-maxers to suffer once they're nerfed. This discourages these exploiting cheaters who pick powers solely to min-max, exploit, and win- ruining the game for everyone else.
Yes, only let the people you deem worthy of respecs have a respec. *rolls eyes*
Archived Post
09-03-2009, 03:30 AM
For what it's worth, at level 26, I'm finding that TP, both my own usage and that of my opponents, isn't especially great. At least half of the time I can track them down and smack them hard, and I've been getting my rear handed to me often enough. It seems to be working much more closely to how it was intended than before.
Yeah but due to travel supprerssion only good power to really chase teleporters is....drumroll..
ANOTHER TELEPORTER.
Archived Post
09-03-2009, 03:44 AM
Idc wth they do with pvp but stop ruining powers for those of us who dont do it. If they nerf tp anymore it will be pointless. The 10 second cooldown is a pain in the ass for pve. I've pvp'd 5 times on CO, teleporting is not the biggest problem by far. Players remaining on 100% health while being attacked by 4 people, flyers flying around the map blocking on 2% health and not being able to be killed. Any changes they make to powers need to be specifically pvp, fed up of people complaining about the balance in there when its such a tiny part of the game.
Archived Post
09-03-2009, 03:46 AM
One of the biggest problems is that they cancel attack, and avoid the 15 second cooldown.
You shouldn't be able to teleport while held.
Yes, these two. Teleport doesn't need a nerf it needs a slight fix, they shouldn't be able to avoid the 15 sec cooldown and doing so is almost ALMOST an exploit I'd say and yes when they are held they shouldn't be able to teleport.
It's mostly those reasons alone why the min/max "zomg i r so good at teh pvp lol?" players are picking teleport, which is a shame for the people that take it because it suits their character.
Blocking on 2% health and not being able to be killed.
If you can't kill someone blocking with 2% health left, then you're doing something wrong. Take Crippling Challange, it's a PVE taurnt and also a PVP block remover (and they can't block again while the debuff is on them).
Archived Post
09-03-2009, 03:55 AM
being knockedback stuned or taunted knocks you right out of teleport, teleport is no more overpowered then tunneling or superspeed. also you get skills to turn off travel skills for 3 sec
stop calling nerf to every thing you are not using, some one holds you with force choke, OH dear thats overpowered because i dont use it, a martial art player uses lunge kick and knocks you out the sky, OH my i dont have it, its overpowered!
so rather then learn the game and figuring out the counters you call nerf to them so all you need to do is spam 1 2 3.
Archived Post
09-03-2009, 03:55 AM
I second the crippling challenge notion. I picked it up on my pvp character yesterday (I didn't even know it worked, last I heard it was broken until someone used it on me) and my win ratio went up drastically.
My headache with TP (and I'm not saying it's specifically OP) is that I can't catch up with them using my flight, disc, or acrobatics. It gives me this sense that the only way to catch up with a tp'er in the T3 arena is to use tp yourself.
Beating them down with spike damage before they TP is a solution, but this works for any travel power and is not a weakness specific to TP.
Archived Post
09-03-2009, 04:07 AM
Teleporters, though irritating, are hardly commonplace or for that matter hard to kill, you just need a decent counter for them ( for instance the archer's tazer arrow - you cant teleport if your stunned)
PvP is a team affair ( from what i've seen) and just because you might not have the powers to deal with them, doesnt mean its over powered, its all about tactis and teamwork, this is of course harder in PuGs but not impossible.
Archived Post
09-03-2009, 04:12 AM
Teleporters are hardly commonplace.
I personally am not calling for a nerf, it does need some of the bugs looking at but what you said quoted here is not true at all and you'll see more of them coming up into the later levels. There is a reason for that.
The bugs are allowing people to get away scott free from battle with no disadvantage.
Archived Post
09-03-2009, 04:19 AM
Fair enough sir, i can only comment based on my own experience, so i'll take your word for that ;)
Archived Post
09-03-2009, 04:41 AM
so rather then learn the game and figuring out the counters you call nerf to them so all you need to do is spam 1 2 3.
Correct.
If people wanted a challenge they'd go do a crossword puzzle or try to solve world hunger. People are here to play a game and have fun, and losing is never fun, so clearly they need to just give everyone the same powers and you can just change the color for customization.
Problem solved.
Archived Post
09-03-2009, 04:49 AM
My names memnoch and im a teleporter.
Yes its annoying. I find myself annoying while im doing it but if i dont do it I loose. My character is a Melee focussed dual wielder.... in other words useless at PVP! everyone else can fly and stay out of my reach and blast me from a distance (hence why so many melee toons avoid PVP).
In short, no teleport= no chance for me.
I dont want to use a whole load of ranged powers in my character cos thats not the hero I want..... they wouldnt fit. Im a teleporting sword weilding imp! And i love my swords.......... its just a pity that they are rubbish against anyone with any of the numerous flight abilities.
Archived Post
09-03-2009, 04:53 AM
There definitely are a lot more teleporters around, I noticed last night when I got to do a few cage matches.
Thing is, the guys who were going into teleport when they started getting hammered just weren't that effective. Sure, they were a pain in the ass to kill, but they weren't MAKING any kills either because you have to stick around long enough to finish the job. These guys would score some damage, see their own health going down and bug out, giving me time to regen or grab a green bubble before they came back. And then sooner or later their luck would run out and one one of my team would land some CC on them when two or three of us where in a position to administer a good kicking before they could break loose and TP out.
Side note: my sort-of-main, Hibernian Blade, has Regeneration and Teleport. I'm kind of ticked that this is a flavour of the month build. I've been a gimp in every game I played, pretty much. HB is based on the City of Heroes Hibernian Blade, which was a katana/regen scrapper at CoH launch. That was a gimp set-up (regen being overpowered came along later). THAT character was based on my Blademaster in Dark Age of Camelot - also generally regarded as a gimp class at launch. When I played WoW I had an Enhancement shaman before Burning Crusade came along and gave us dual wield and stuff. What I'm saying is I've been one of "The Few, The Proud, The Gimped" for as long as I can remember. Damn you, Cryptic, for making me overpowered! :p
Archived Post
09-03-2009, 05:33 AM
) Don't give a respec to anyone who picked teleport. Force FotM min-maxers to suffer once they're nerfed. This discourages these exploiting cheaters who pick powers solely to min-max, exploit, and win- ruining the game for everyone else.
And how would you know, O rightenous angel who picked the power solely to win pvp and who picked it because thats what they wanted from the start?
Such rage such anger... my suggestion is go outside, take walk, have some ice cream, enjoy life...
No need to get all worked up for a game within a game... figure out a way to kill TPers would be the way to go once you have returned to your senses...
dont cry like a little girl until daddy nerfs what you dont like or you cant figure out.
Grow up
Archived Post
09-03-2009, 06:38 AM
There definitely are a lot more teleporters around, I noticed last night when I got to do a few cage matches.
Thing is, the guys who were going into teleport when they started getting hammered just weren't that effective. Sure, they were a pain in the ass to kill, but they weren't MAKING any kills either because you have to stick around long enough to finish the job. These guys would score some damage, see their own health going down and bug out, giving me time to regen or grab a green bubble before they came back. And then sooner or later their luck would run out and one one of my team would land some CC on them when two or three of us where in a position to administer a good kicking before they could break loose and TP out.
Side note: my sort-of-main, Hibernian Blade, has Regeneration and Teleport. I'm kind of ticked that this is a flavour of the month build. I've been a gimp in every game I played, pretty much. HB is based on the City of Heroes Hibernian Blade, which was a katana/regen scrapper at CoH launch. That was a gimp set-up (regen being overpowered came along later). THAT character was based on my Blademaster in Dark Age of Camelot - also generally regarded as a gimp class at launch. When I played WoW I had an Enhancement shaman before Burning Crusade came along and gave us dual wield and stuff. What I'm saying is I've been one of "The Few, The Proud, The Gimped" for as long as I can remember. Damn you, Cryptic, for making me overpowered! :p
And every teleporter in opposing team just teleports before they are about to die while other travel powers dont have instant i escape button, guess once who is going to win when other team has 5 teleporters that are semi competent on using it and 5 non teleporters on other.
Sure its long, but eventually teleporters going to win.
Archived Post
09-03-2009, 06:47 AM
Yeah but due to travel supprerssion only good power to really chase teleporters is....drumroll..
ANOTHER TELEPORTER.
if u know the signs to look for chasing another tper isnt that hard
excluding bash Accro with the advantage is usefull to chase tpers but agian u must know the tale tale signs to look for
Archived Post
09-03-2009, 06:59 AM
I second the crippling challenge notion. I picked it up on my pvp character yesterday (I didn't even know it worked, last I heard it was broken until someone used it on me) and my win ratio went up drastically.
My headache with TP (and I'm not saying it's specifically OP) is that I can't catch up with them using my flight, disc, or acrobatics. It gives me this sense that the only way to catch up with a tp'er in the T3 arena is to use tp yourself.
Beating them down with spike damage before they TP is a solution, but this works for any travel power and is not a weakness specific to TP.
Give me time dammit! The freakin advantage costs THREE pts and it will take me what, 4 lvls to save that up? I can only do so much at any one time and I had to spend my last round of points to get TB Lunge and the advantage so I can kill the flyers :D
Can anyone explain to me why this adv is 3 pts though? Seems like a lot just to stop blocking. :rolleyes:
Archived Post
09-03-2009, 08:18 AM
Easier fix is to just disable travel powers in the hero games zones, all of them.
Archived Post
09-03-2009, 08:22 AM
Bash and 10-20 arena are also FLIGHT fest (and often ranged players let melee ones just watching them all the time LOL)
Teleport is really good but sometimes it's the only way to survive when you dont have any heal power or other stuff.
Many ppl whine about tp, others about chill and more...
They have to fix lot of stuff... let's hope heheheeh
Archived Post
09-03-2009, 08:42 AM
Can anyone explain to me why this adv is 3 pts though? Seems like a lot just to stop blocking. :rolleyes:
It's guaranteed to stop blocking on the first hit, lasts for 10 seconds, and can be re-applied immediately after it wears out. It also reduces their damage by 20%.
You only need one player in the team with the advantage to remove blocking entirely - assuming you're all fighting the same guy.
Archived Post
09-03-2009, 09:23 AM
Easier fix is to just disable travel powers in the hero games zones, all of them.
This will cause more balance issues by far than currently exist.
For one, Chill has the interesting effect of only working when someone is -walking across the ground-. If your feet are not on the ground, chill doesn't really do much.
I feel sorry for the speed/acrobatic users out there (I believe chill snare should not affect anyone with a travel power active, but the debuff should still be applied... So that if their travel power were disabled, they would slow down), but your "Easier fix" is not an easy fix at all.
It's a shortcut, which as often happens, leads to more problems than it fixes.
Archived Post
09-03-2009, 12:28 PM
I find a vast majority of the people (not all) crying to keep TP as it is tend to be the ones exploiting it.
In PVE, TP is just fine. It may be way better than the almost worthless Super Speed, but your ability to kill mobs better than me doesn't affect me (unless you are a ******* ninja stealing my flashies). For PvE I'm happy to choose what thematically appeals to me and deal with the environment. PVP is another matter. It's directly competitive. Therefore, powers need to be balanced.
There are various issues that attentive players are able to recognize easily. But we won't go into how much more effective Regen is over Defiance as a defensive power. I'm sure the Devs will figure it out eventually.
The problem is when you have a set of powers that should all be equal in a relative sense, but one or more are outright better in just about every sense, that by definition is unbalanced.
I'm hearing a lot of kick back from defenders of Teleport trying to make us believe that the power is no better than any other travel power in PvP. But if you listen closely, what you'll really hear is that they don't want to lose their power. Also, if you listen, no one is complaining about Superspeed, Super Jump, Swinging, etc... Why is that? The TP defenders may not want TP nerfed, but there is a clear reason why it's receiving so much attention both positive and negative, and that reason is because it's a crazy good power! Abusers don't want a level playing field. They want to continue to dominate others with their exploitive builds. Victims who refuse to join the club, naturally cry fowl and want equality.
My personal experience is that Teleport in the PvP environment is beyond abusive. Combined with Regen it makes one (who knows what they are doing) literally invincible. Hiding in the phased out teleport state while you regen is absolutely an exploit. The inability for anyone to do anything about it absolutely breaks the game. You don't have to agree with anyone's feelings about the power, but to deny the facts of what it allows you to do in comparison to other travel powers inability to grant anything close is to be not much different than a charlatan trying to pass off salt-water as miracle elixer.
I personally find the PvP experience to be not very fun with the majority of players playing the same exploitive builds over and over. Granted not all are using Teleport/Regen, but there is a reason so many are. There are other powers that need to be looked into for balance, but I don't expect things to be evened out so early in the game and can tolerate dealing with them for a while. However, outright, blatant, abusive exploits like Teleport/Regen in PvP should not have made it past beta; it's so obvious.
Now you can lump me in as being another whiner and complainer, but this is the venue that Cryptic has given ALL players to express their opinions about the game. This is one area of the game that I feel needs immediate attention and correction. Just because you disagree doesn't mean I and others of similar opinion shouldn't post here.
So, Cryptic, please add me to the list of people who think TP is horribly unbalanced in PvP and needs to be fixed. Hopefully, you're listening.
Archived Post
09-03-2009, 12:56 PM
I find a vast majority of the people (not all) crying to keep TP as it is tend to be the ones exploiting it.
In PVE, TP is just fine. It may be way better than the almost worthless Super Speed, but your ability to kill mobs better than me doesn't affect me (unless you are a ******* ninja stealing my flashies). For PvE I'm happy to choose what thematically appeals to me and deal with the environment. PVP is another matter. It's directly competitive. Therefore, powers need to be balanced.
There are various issues that attentive players are able to recognize easily. But we won't go into how much more effective Regen is over Defiance as a defensive power. I'm sure the Devs will figure it out eventually.
The problem is when you have a set of powers that should all be equal in a relative sense, but one or more are outright better in just about every sense, that by definition is unbalanced.
I'm hearing a lot of kick back from defenders of Teleport trying to make us believe that the power is no better than any other travel power in PvP. But if you listen closely, what you'll really hear is that they don't want to lose their power. Also, if you listen, no one is complaining about Superspeed, Super Jump, Swinging, etc... Why is that? The TP defenders may not want TP nerfed, but there is a clear reason why it's receiving so much attention both positive and negative, and that reason is because it's a crazy good power! Abusers don't want a level playing field. They want to continue to dominate others with their exploitive builds. Victims who refuse to join the club, naturally cry fowl and want equality.
My personal experience is that Teleport in the PvP environment is beyond abusive. Combined with Regen it makes one (who knows what they are doing) literally invincible. Hiding in the phased out teleport state while you regen is absolutely an exploit. The inability for anyone to do anything about it absolutely breaks the game. You don't have to agree with anyone's feelings about the power, but to deny the facts of what it allows you to do in comparison to other travel powers inability to grant anything close is to be not much different than a charlatan trying to pass off salt-water as miracle elixer.
I personally find the PvP experience to be not very fun with the majority of players playing the same exploitive builds over and over. Granted not all are using Teleport/Regen, but there is a reason so many are. There are other powers that need to be looked into for balance, but I don't expect things to be evened out so early in the game and can tolerate dealing with them for a while. However, outright, blatant, abusive exploits like Teleport/Regen in PvP should not have made it past beta; it's so obvious.
Now you can lump me in as being another whiner and complainer, but this is the venue that Cryptic has given ALL players to express their opinions about the game. This is one area of the game that I feel needs immediate attention and correction. Just because you disagree doesn't mean I and others of similar opinion shouldn't post here.
So, Cryptic, please add me to the list of people who think TP is horribly unbalanced in PvP and needs to be fixed. Hopefully, you're listening.
TP is fine, yes it can be used as an oh **** button -- but it's situational. The PVP areas for 21-30 are (group pvp) large & (everyone vs everyone) outside, so what is a melee supposed to do to the fliers that hang out and just blast people from the sky? You can't do that with TP, or tunneling (both of which are very much o**** buttons)
Archived Post
09-03-2009, 03:51 PM
I lol'd at the guy on the first page who said people who took TP are cheaters.
It's really not that hard to counter. I use TP and a lot of people have no trouble keeping up with me when I zip around the arena. It does help to get quick heals off in dire situations, but it's not crazy overpowered or "cheating and exploiting" like people think it is.
Archived Post
09-03-2009, 04:01 PM
E) Don't give a respec to anyone who picked teleport. Force FotM min-maxers to suffer once they're nerfed. This discourages these exploiting cheaters who pick powers solely to min-max, exploit, and win- ruining the game for everyone else.
Not everyone with teleport in pvp is a min maxer. And that's fact.
Everything in the system can be countered one way or another. Someone tps lay down some aoe and you will still kill em if they are held in place while tped.
Archived Post
09-03-2009, 04:55 PM
Correct.
If people wanted a challenge they'd go do a crossword puzzle or try to solve world hunger. People are here to play a game and have fun, and losing is never fun, so clearly they need to just give everyone the same powers and you can just change the color for customization.
Problem solved.
TP does NOT need a nerf! I picked it cause it fit's my character, it is also the only thing that allows me to win some fights (not all) as Duel Blades (like one of the previous posters). Melee has it so rough in this game without a hold or snare and even then it is tough. I have to use so much within my diposal and play with ZERO mistakes if I want to come out on top. Don't take your rage out on people just because you've lost a couple matches to someone who happened to have TP, there ARE counters, use them.
Even better, go back to the QQ forums on WoW or simply L2P, it is not our fault you suck at this game and want EZ mode.
Archived Post
09-03-2009, 05:01 PM
Hero games have started to turn to teleporter fest, especially tiers 1 and 2 as more and more people start rolling fotm tp toons, and games degrade to whoever got most teleporters wins games, as whenever they would about to die they can just press the instant "I-escape button".
And yes, i do that too and i find it extremely overpowering in most of pvp where least deaths are always those with teleporters, unless theyre total *******.
Its not even fun anymore.
Abilities that knock off travel powers should put a cooldown on TP so players cant just click and run. Same goes for tunneling. However, you will always find someone in any game exploiting skills to their own advantage. Another fix for those two travel powers would be to give them a 3 - 5 sec delay before they are totally vanished/underground to give pvp players a chance to knock off their travel power. If they don't get fixed Cryptic might as well delete all travel powers except those two as no one but hardcore RP's will take anything else.
Archived Post
09-03-2009, 05:01 PM
it is also the only thing that allows me to win some fights (not all)
But doesn't that mean that it's the "best" pvp travel power? Wouldn't it make sense to buff the other powers to introduce some depth and choice into building your character?
Archived Post
09-03-2009, 07:00 PM
But doesn't that mean that it's the "best" pvp travel power? Wouldn't it make sense to buff the other powers to introduce some depth and choice into building your character?
I did'nt pick it for PVP, it was part of my chars theme, It was rather depressing to realize how rough it was being melee in pvp. I was just happy teleport provided me a chance, Im not a regener, Im pure offensive with some active defences. I can hold my own right now, but I cant do anything beyond that without having to use TP in a fight for tactical advantage or to just run and heal. I mostly resort to ganking cause I can certainly kill people but cant take a hit. Now I know it is the devs fault for making defence passives far superior to offensive ones, but from playing with TP and against others with it on my toon that has acrobatics, it certainly isnt as rough as some make it out to be.
Archived Post
09-03-2009, 07:26 PM
why can a teleporter move at full speed even if they activate in combat? it makes no sense.
I've suggested fixes but the devs are just not seeing what we are, probably because they aren't playing or just luv their own tp toons. I don't know. No longer care. f it.
Archived Post
09-03-2009, 07:48 PM
I've suggested fixes but the devs are just not seeing what we are, probably because they aren't playing or just luv their own tp toons. I don't know. No longer care. f it.
OR... The game is 2 days old, they have a lot of things to deal with and can only do so much...
Archived Post
09-04-2009, 10:05 AM
Yeah TP needs to have something done about it.
I corner someone and the moment they start taking any real damage they just go *poof*.
In fact they can even TP OUT OF CONDEMN. So none of that " just slap a hold on them" BS. I would cast condemn on them and *poof* they are gone not a half second later.
Not only that but even if they were in combat they can keep porting multiple times in a row. I'm all for giving someone a one time get out of death free card but COME ON, how am I supposed to catch them to finish them off if they can just keep porting until they heal?
They really REALLY need to being back the CD timer. If someone is in combat for ANY REASON, whether they attacked or not, triggering TP should slap a 20 sec CD on the power AFTER you come out of it. That gives someone 20 secs to find and finish you.