View Full Version : My fix for teleport
Archived Post
09-03-2009, 01:56 AM
After careful consideration, and witnessing the effect of Teleport in PvP, I got to a conclusion. It can be fixed without imbalancing PvP, and at the same time open up many possible character concepts and builds.
The mechanics:
A)-> Remove the usual cooldown altogether (wait before raging)
B)-> Add a 3-5 seconds casting time that can be interrupted, and is clearly visible somehow. You can move while casting. When it ends, normal teleporting occurs.
C)-> If Teleport is used instantly or the cast is cancelled in between, you are able to teleport, but only for 1.5 seconds. After coming out of a "Short" teleport, there is a 3 second cooldown before using another one.
The results
With these new mechanics, teleport can be used in two ways: Offensively, as a way to "blink" around for hit and run, fulfilling many character concepts that weren't possible so far, and still defensively, to run away for combat, but that one needing a bit more of thought and skills.
In order to run away, it shouldn't be as easy as just click. The teleporter should think fast, "blink" behind and obstacle and start channeling the long version without being found, or just chain small teleports hoping for their chasers to lose track. This (very viable) strategy can be counter by the attackers if they're skilled enough, so it leaves players room for training and becoming better at detection and stealth.
What do you think?
Archived Post
09-03-2009, 02:19 AM
I think your idea is good.
NERFING teleport drastically would be good- if they also POWERED IT UP by allowing you to target your enemy- where you teleport 10 feet infront of them, with a tap (instead of a hold)
Maybe an advantage that allows you a short root on the target you teleport infront of. Like Mighty Leap- but it requires an advantage to be like it, does no damage, cant knock down, but also is a defensive power (even if not that good. but none of them are that good)
This way it isn't as good as a defensive travel power, but it DOES become an offensive travel power- giving even more reason to take it for melee characters- but not glass cannons.
Your idea is better than mine, but there's some stuff ^^^^^^^^^
Archived Post
09-03-2009, 03:58 AM
I think your idea is good.
NERFING teleport drastically would be good- if they also POWERED IT UP by allowing you to target your enemy- where you teleport 10 feet infront of them, with a tap (instead of a hold)
Maybe an advantage that allows you a short root on the target you teleport infront of. Like Mighty Leap- but it requires an advantage to be like it, does no damage, cant knock down, but also is a defensive power (even if not that good. but none of them are that good)
This way it isn't as good as a defensive travel power, but it DOES become an offensive travel power- giving even more reason to take it for melee characters- but not glass cannons.
Your idea is better than mine, but there's some stuff ^^^^^^^^^
Hmm, I thought of teleport becoming a targeted mechanic, but IMHO it defeats the purpose, and a root doesn't make much sense.
It's good to discuss ways to make it effective offensively though, hope some dev hears us =)
Archived Post
09-03-2009, 05:39 AM
Your suggestion would be horrible for trying to get around in the game world. I'd guess 90% or greater of the gameworld is OUTSIDE scenerios and PVP zones.
I've been using TP as my only travel power. I love it during missions, though when trying to get to and from it can get frustrating between ports, because no matter how much you pay attention, you're still dropping several feet with each port. I regularly lose 1/2 health smacking into the ground because of the inconsistant "timing" of the mechanic, most likely being caused by just the slightest bit of lag.
Many times you can come out of one port, hit the port button again, and it just flat out bugs out as if you havent hit the button, and you're barreling downwards towards the dozens of mobs and rooftops below.
As is in game now, mobs aggro you during teleport even though you're supposedly bending space and time. That's during the "phase shift" part of the port, not the "in between" time.
I can only see things getting much worse if the time between each port is lengthened and it seems totally unthinkable to add a cast time to this travel power.
Archived Post
09-03-2009, 05:59 AM
Your suggestion would be horrible for trying to get around in the game world. I'd guess 90% or greater of the gameworld is OUTSIDE scenerios and PVP zones.
I've been using TP as my only travel power. I love it during missions, though when trying to get to and from it can get frustrating between ports, because no matter how much you pay attention, you're still dropping several feet with each port. I regularly lose 1/2 health smacking into the ground because of the inconsistant "timing" of the mechanic, most likely being caused by just the slightest bit of lag.
Many times you can come out of one port, hit the port button again, and it just flat out bugs out as if you havent hit the button, and you're barreling downwards towards the dozens of mobs and rooftops below.
As is in game now, mobs aggro you during teleport even though you're supposedly bending space and time. That's during the "phase shift" part of the port, not the "in between" time.
I can only see things getting much worse if the time between each port is lengthened and it seems totally unthinkable to add a cast time to this travel power.
He's right your idea would make TP pointless. Utterly pointless.
Archived Post
09-03-2009, 06:17 AM
The simplest answer would be to put the cooldown back on it.
If you are in combat, regardless of whether you were dealing damage or were dealt damage you get a 15 sec CD. End of story.
This would still allow the TPer to escape but would also give those chasing the person a chance to catch them before the CD wore off.
(And also allow -travel cancelers to trigger that CD :D )
Archived Post
09-03-2009, 06:37 AM
The simplest answer would be to put the cooldown back on it.
If you are in combat, regardless of whether you were dealing damage or were dealt damage you get a 15 sec CD. End of story.
This would still allow the TPer to escape but would also give those chasing the person a chance to catch them before the CD wore off.
(And also allow -travel cancelers to trigger that CD :D )
I actually think the current cool down is broken. I have TP straight out of a fight and not gotten the cool down like I should have. I was getting hammered too but soon as I ported I knew I was going to get smacked when I came up but I could keep TP all around.
Archived Post
09-03-2009, 06:44 AM
"my fix" threads
lol
Archived Post
09-03-2009, 06:52 AM
I've been using TP as my only travel power. I love it during missions, though when trying to get to and from it can get frustrating between ports, because no matter how much you pay attention, you're still dropping several feet with each port. I regularly lose 1/2 health smacking into the ground because of the inconsistant "timing" of the mechanic, most likely being caused by just the slightest bit of lag.
Many times you can come out of one port, hit the port button again, and it just flat out bugs out as if you havent hit the button, and you're barreling downwards towards the dozens of mobs and rooftops below.
You fall, lose a big chunk of health and get mobbed. With a quarter to a half your health gone, landing in the middle of a group of mobs isn't much fun. And its really annoying (I have flight envy >.<) having to keep hitting ur T button to maintain height and "flight" while you see others gliding around without a care in the world knowing that they can just stay floating in the air out of harms way, while they go grab a beer from the fridge! We without flight or hover disk things do not have this lil luxury. Just an idea, what about being able to "Charge" Teleport for maintained suspension in space? Tap for TP as it is at the moment, then have a casting time for maintained? Then maybe I wont get so thristy playing ; )
Most of the other travel powers u are able to use whislt in combat, where as TP u cant, so nerfing TP to have cast times that can be interupted and or being able to root you whilst mid port wouldn't exactly be fair. Its not as if we can hide in that lil bit of space we travel thru indefinately, nor can we harm you whist there either.
The targetting idea is good, I like the idea of stepping out of teleport right beside the target and be able to give him a good slap as soon as you pop back into exsistance. But I think that should be an upgrade to TP or a skill/device that you can purchase instead of getting it right from the go. It would definately give TP a bit of an edge over travel forms...but only if u are a melee fighter. Standing right next to the enemy when ur ranged would be of no use at all.
I really like the teleport form of travel...just wish it wasn't such a pain in the ass at times :)
Archived Post
09-03-2009, 08:38 AM
Only fix I think Teleport needs is to remove the ability to port when held.
As for adding more cooldowns? It was nasty during beta -- the power was going to get you killed. You would be porting along and get shot from a rooftop -- cooldown started as soon as you appeared and before the power recharged you had become sidewalk pizza.
Remove supression from all travel powers, supression should be effects of some powers/advantages, not the default baked option on all powers. This is for both pvp and pve.
/Q
Archived Post
09-03-2009, 10:26 AM
Teleporting is slow and tedious as far as travel powers go. It seems only fair that is is usefull in pvp. Nerf all powers till we are all the same build then I will have no excuses for how much I suck.