View Full Version : If You nerf TP...
Archived Post
09-07-2009, 01:27 AM
Nerf Fly...keep them 5feet from the ground so melee can attack them.
Nerf Acrobatics...There backflips to escape are too fast and cant be caught.
Nerf Tunneling...They can break holds too, similiar to TP IMO.
Do it across the board...doesnt matter that TP kills no one.
If you think it's OP because you cant leech the kill from someone else's effort and the TP'r will get away...it is OP so get the Nerf bat out and swing a grandslam...
Archived Post
09-07-2009, 01:45 AM
Nerf Fly...keep them 5feet from the ground so melee can attack them.
Nerf Acrobatics...There backflips to escape are too fast and cant be caught.
Nerf Tunneling...They can break holds too, similiar to TP IMO.
Do it across the board...doesnt matter that TP kills no one.
If you think it's OP because you cant leech the kill from someone else's effort and the TP'r will get away...it is OP so get the Nerf bat out and swing a grandslam...
What you fail to understand is that tp has an escape advantage no other travel power has. And it's OP. So you see, when one power is OP, you nerf it to bring it online with the other powers. See how that works.
So no, I doubt there will be nerfs to any other travel powers. Sad thing is I'm sure they'll over nerf tp, but then again if everyone and thier mom wasn't using it in pvp you wouldn't see all the crys for nerfs.
I will say this much though, when the nerf hits, and there's no respec avail, I'll have a blast with all the tp users wishing tp could save thier ass like the old days.
Not that I really mind how it is now, every tper that runs is just one more guy who failed. My favorite is tpers that chase you down, get spanked, then spam thier T button realizing they were in way over thier head. Cracks me up everytime.
Archived Post
09-07-2009, 02:20 AM
TP isn't OP. People are just bad players. It's counterable just like every other travel power. -Travel Power attacks exist in game. Use them.
If somebody is TPing they cannot attack or aid their team. It's fair and balanced. Same with tunneling.
TP should not break you out of CC nor should you be able to pick up heals/buffs while in the "phase" state.
Those are the only two things I can see that would be viable changes to it without breaking it.
People keep saying that since everyone is using it, it must be OP. That isn't the case at all. PvP and PvE dynamics are different and in PvE the need for an escape power isn't as great cause the AI is freaking horrible. In PvP against smarter players a safety net is available and everyone is taking it. The trade off is that they sacrifice the ability to contribute to the fight if they are using their travel power.
What if flight took you out of the match when you turned it on? Or SS took you immediately to a noncombat state when toggled? There would be no point in PvPing since we'd all be phased or running around bunny hopping with no travel powers like so many other MMO's.
TPers can't chase down anyone that has a diff travel power than them. Once they get two travel powers it's a diff story, perhaps they need to look into rebalancing having two powers as oppose to just nerfing one since that's where the problem lies.
Archived Post
09-07-2009, 02:48 AM
Just wanted to add a few things...
The mechanic that is ingame to defeat travel powers ( -travel ) is lacking. 3 seconds is just not enough, and considering many of these abilities have cooldowns, you sure cant spam them... Personally, up the duration to something like 10 seconds on these.
About TPers not contributing to a fight. While they sure cant attack or heal allies. They are not giving the opposing team a kill, which in matches that are based on kill count, is contributing to the win in a way.
About the more than likely incoming nerf. They should really take nerfs seriously. The way the respec works, it can really kill a character (not only meaning TP). They have to do things right. Completely destroying a power at the same time not granting a respec is not really fair. You see, the arguement is, "well in other games you got nerfed but you had to live with it". While that is true, in most of those games you didnt pick and choose each and every abililty you take. Well aside from CoH of the games I played.
I can agree that we shouldnt be able to completely redo our characters anytime we please. But, there has to be some middle ground.
I think some of the proposed nerf ideas has some merit. Personally what I'd like to see is something like this......... No TP while held, able to keep damaging a person while they are TPing (pvp only) and not only AoE damage. However I still think they just need to adjust the already ingame mechanic of -travel. Hell if they got that mechanic down right (more powers might need an advantage that uses it) they could remove the cooldown from TP.
About travel powers. People complain alot about travel powers. However many characters in comics whole concept is revolved around their "travel powers". Flash, Nightcrawler hell even spiderman. What I don't want is the devs to wreck "travel powers" in pvp because its the easy way out. I had a speedster as my first char in CoH, he worked rather well. I didn't do any of the so called exploits the devs said everyone was doing to bypass risk. Just all out fun running from mob to mob superfast and whaling on them. Suppression hit and I deleted the character. The whole concept was shot if I couldnt run superfast from mob to mob in any given encounter. It completely ruined the experience.
Ugh long winded I'll stop now.
Archived Post
09-07-2009, 03:26 AM
TP used to have a 15 second cooldown in combat (for both gear 1 and 2), and it was still a great power. I dont know what the point of taking that gear 2 cooldown out was. It was still an amazing escape ability, you just couldnt chain multiple jumps together into an infinite loop until you found a heal or or your opponents stopped bothering to chase you.
Archived Post
09-07-2009, 04:13 AM
i adore threads like this (also replies)
hey i am 15. i want to be cool. i like to be cool. i want to have ADVANTAGE.
i want to pretend i am skilled. i am so afraid it will be taken from me that i am going to whine on forums.
and that guy who sais TP isnt overpowered people just suck is probably just a tad older, 16? its so cool to act cool and pretend :) who the f needs logic these days.
Archived Post
09-07-2009, 06:57 AM
TP used to have a 15 second cooldown in combat (for both gear 1 and 2), and it was still a great power. I dont know what the point of taking that gear 2 cooldown out was. It was still an amazing escape ability, you just couldnt chain multiple jumps together into an infinite loop until you found a heal or or your opponents stopped bothering to chase you.
This....... I haven't used TP in a build since the last wipe and don't really care about how TP works because I've found ways around it. That being said now that I know it's missing the cooldown everyone should want this adjusted for PvP (not nerfed even with the cooldown it's amazing). Without a cooldown I can think of some really ugly builds that could pump out damage spikes and never be at risk....or support builds that can't even be seen let alone damaged.
I know why TP was probably changed which needed to be done but this is one adjustment that can and should be PvP only. The in combat cooldown is really gone?.....whew boy can you say invisible lightning.....I can :D
Not that I really mind how it is now, every tper that runs is just one more guy who failed. My favorite is tpers that chase you down, get spanked, then spam thier T button realizing they were in way over thier head. Cracks me up everytime.
It's usually hard for me to get one of these guys because I'm laughing my azz off. They spam T so fast they just go in and out....same people complaining about CC too I'd bet.
Archived Post
09-07-2009, 07:25 AM
They spam T so fast they just go in and out....
Lol, guilty as charged :D
However I usually use summon nightmare, then tp behind someone while they fight my critters. TP has a 10 sec cooldown if you attack, not when you are attacked. Also, you can't tp whilst knocked down.
Whats CC, Crippiling Coils / chains? If so I've never seen anyone use it....
Archived Post
09-07-2009, 08:09 AM
What you fail to understand is that tp has an escape advantage no other travel power has.
And the other travel forms have offensive advantages that teleporting doesn't "has". Not counting tunneling and web swinging, of course, which both have their own defensive advantages that teleporting doesn't "has".
Idiot.
Archived Post
09-07-2009, 09:00 AM
I'm not 15, off by about 20 years (yes, I'm -5). I totally don't mind a nerf to TP if I can get a respec. Because TP is really only good for escape--and it's facking great at that. But if you can't escape, why on earth would anyone ever take this power?
Archived Post
09-07-2009, 09:10 AM
I'm pretty sure Frostx1's use of "has" was grammatically correct. His first use was clearly referring to TP, an individual power so the singular "has" would be correct. His second use was preceded by "no other travel power", also singular.
p.s. You are a bit mean.
Archived Post
09-07-2009, 10:43 AM
I'm not 15, off by about 20 years (yes, I'm -5). I totally don't mind a nerf to TP if I can get a respec. Because TP is really only good for escape--and it's facking great at that. But if you can't escape, why on earth would anyone ever take this power?
Escape is far from teleport's only good use in pvp and pve.
Archived Post
09-07-2009, 11:27 AM
What you fail to understand is that tp has an escape advantage no other travel power has. And it's OP. So you see, when one power is OP, you nerf it to bring it online with the other powers. See how that works.
So no, I doubt there will be nerfs to any other travel powers. Sad thing is I'm sure they'll over nerf tp, but then again if everyone and thier mom wasn't using it in pvp you wouldn't see all the crys for nerfs.
I will say this much though, when the nerf hits, and there's no respec avail, I'll have a blast with all the tp users wishing tp could save thier ass like the old days.
Not that I really mind how it is now, every tper that runs is just one more guy who failed. My favorite is tpers that chase you down, get spanked, then spam thier T button realizing they were in way over thier head. Cracks me up everytime.
What YOU fail to understand is you get 2 travel powers so pick TP for your second. You fail to understand any power that removes travel powers also prevents people from teleporting.
You cant expect your PvE concept to do better at PvP than a PvP build.
Archived Post
09-07-2009, 11:28 AM
I laugh at the OP's failure.
Archived Post
09-07-2009, 11:33 AM
What YOU fail to understand is you get 2 travel powers so pick TP for your second. You fail to understand any power that removes travel powers also prevents people from teleporting.
You cant expect your PvE concept to do better at PvP than a PvP build.
You honestly believe that those three secods are sufficient? Also, you're ignoring that for the majority of the anti-travel powers, the cooldown on the ability is longer than the duration of the effect. The only exception I can think of off the top of my head is conflag, and a game isnt balanced when you NEED one specific power.
Archived Post
09-07-2009, 11:40 AM
What YOU fail to understand is you get 2 travel powers so pick TP for your second. You fail to understand any power that removes travel powers also prevents people from teleporting.
You cant expect your PvE concept to do better at PvP than a PvP build.
Time will tell, and i'll be looking forward to your /nerfragequit post when TP gets nerfed as its obvious you depend on it so much in game that you will argue past any reason to keep it.
See ya in ****.
Archived Post
09-07-2009, 02:42 PM
They should never have changed Teleport from City of Heroes.
It had a start up time and a finishing lag. You could not chain teleport every half a second. Plus City of Heroes used endurance to teleport, you couldn't chain teleport to begin with.
They greatly boosted Teleport in this game by removing the nuances it suffered before. Put the weaknesses BACK. Seriously, flight is slow, super speed can't get high, super jump can't run fast. Teleport can go fast, in any direction, while unattackable, and is instantaneous to activate. The Tunnelers should be flipping out considering it takes them a few seconds just to start tunneling.
Archived Post
09-07-2009, 02:53 PM
They should never have changed Teleport from City of Heroes.
It had a start up time and a finishing lag. You could not chain teleport every half a second. Plus City of Heroes used endurance to teleport, you couldn't chain teleport to begin with.
They greatly boosted Teleport in this game by removing the nuances it suffered before. Put the weaknesses BACK. Seriously, flight is slow, super speed can't get high, super jump can't run fast. Teleport can go fast, in any direction, while unattackable, and is instantaneous to activate. The Tunnelers should be flipping out considering it takes them a few seconds just to start tunneling.
No teleport was dumb in CoH.
If you put the weaknesses back, then add 2 travel powers at once.
And make SJ not ******** so we all take SJ + SS again.
Wait just skip all that and why don't we all just go play CoH? :rolleyes:
Archived Post
09-07-2009, 03:00 PM
What YOU fail to understand is you get 2 travel powers so pick TP for your second. You fail to understand any power that removes travel powers also prevents people from teleporting.
You cant expect your PvE concept to do better at PvP than a PvP build.
so wait... let me get this straight. You think its balanced because everyone can take it and if you don't take it then you're a pve concept build... hmm
So what you're saying is you don't have a choice?
Right?
If you're REQUIRED to make a specific choice when several are presented then that is the very definition of a balance issue. What you're basically saying is the other options don't even matter, because teleport supersedes ALL OF THEM.
Also the anti travel power abilities, just to add icing to the cake, are LEAST EFFECTIVE against teleport. Thats right, they work better on the "other travel powers only concept builds should take" than they do teleport... 3 seconds is not long enough at all even if the abilities had zero cooldown. it is not an acceptable counter for an ability that is INSTANT CAST that every character in the game can take for free.
Archived Post
09-07-2009, 03:50 PM
Nerf Fly...keep them 5feet from the ground so melee can attack them.
Nerf Acrobatics...There backflips to escape are too fast and cant be caught.
Nerf Tunneling...They can break holds too, similiar to TP IMO.
Do it across the board...doesnt matter that TP kills no one.
If you think it's OP because you cant leech the kill from someone else's effort and the TP'r will get away...it is OP so get the Nerf bat out and swing a grandslam...
MEE UHGREEZ.
*nods*
Archived Post
09-07-2009, 04:05 PM
Escape is far from teleport's only good use in pvp and pve.
No, that is the only use of TP. Assuming the whiners get the cooldown. Because you won't be able to escape from PvE or PvP and then you are vastly better off with flight. Because if it turns off in combat, you essentially don't have a travel power and any travel power is better than one that is greyed out. Swinging pwns walking any day of the week.
Archived Post
09-07-2009, 04:16 PM
I took TP for a little while, messed around with it in the lowbie brackets and it's a bit disgusting. lol.
Wolves, TP spam, enrage wolves, maybe throw a bleed/stun on them and wait for the cooldown, then start respamming TP all over again.
Ended up taking flight afterwards, I'll be picking TP up again as my secondary just because of how awesomely broken it is. :P
Archived Post
09-07-2009, 04:48 PM
If you think you're going to uber pwn with pets and teleporting around you've got a rude awakening coming. You probably registered some kills because your pets did 30 dmg to a bunch of people, but you didn't actually do much.
Archived Post
09-24-2009, 11:22 AM
the day will come when they nerf TP, when that day comes, i'll bring the party poppers.
i am so dam sick of pvp where the moment someone gets to 20% hp they click their nice little "BYE" button and theres nothing you can do about it.
seconds later the coward is back to restart the fight at full hp.
TP must change...
or keep TP as it is and rename the game Cowards Online
Archived Post
09-24-2009, 11:47 AM
Just wanted to add a few things...
The mechanic that is ingame to defeat travel powers ( -travel ) is lacking. 3 seconds is just not enough, and considering many of these abilities have cooldowns, you sure cant spam them... Personally, up the duration to something like 10 seconds on these.
About TPers not contributing to a fight. While they sure cant attack or heal allies. They are not giving the opposing team a kill, which in matches that are based on kill count, is contributing to the win in a way.
About the more than likely incoming nerf. They should really take nerfs seriously. The way the respec works, it can really kill a character (not only meaning TP). They have to do things right. Completely destroying a power at the same time not granting a respec is not really fair. You see, the arguement is, "well in other games you got nerfed but you had to live with it". While that is true, in most of those games you didnt pick and choose each and every abililty you take. Well aside from CoH of the games I played.
I can agree that we shouldnt be able to completely redo our characters anytime we please. But, there has to be some middle ground.
I think some of the proposed nerf ideas has some merit. Personally what I'd like to see is something like this......... No TP while held, able to keep damaging a person while they are TPing (pvp only) and not only AoE damage. However I still think they just need to adjust the already ingame mechanic of -travel. Hell if they got that mechanic down right (more powers might need an advantage that uses it) they could remove the cooldown from TP.
About travel powers. People complain alot about travel powers. However many characters in comics whole concept is revolved around their "travel powers". Flash, Nightcrawler hell even spiderman. What I don't want is the devs to wreck "travel powers" in pvp because its the easy way out. I had a speedster as my first char in CoH, he worked rather well. I didn't do any of the so called exploits the devs said everyone was doing to bypass risk. Just all out fun running from mob to mob superfast and whaling on them. Suppression hit and I deleted the character. The whole concept was shot if I couldnt run superfast from mob to mob in any given encounter. It completely ruined the experience.
Ugh long winded I'll stop now.
Thunderbolt Lunge is more than capable of handling it, regardless of someone attempting to continue to spam - the cooldown is right in line with the availability to travel.
And any of the idiots in here thought / think TP didn't need to be nerfed, I suggest you quit the game.
Breaking stuns / holds with a travel power is a little bit ridiculous, and finally it was fixed. Learn to play.
Archived Post
09-24-2009, 11:49 AM
the day will come when they nerf TP, when that day comes, i'll bring the party poppers.
i am so dam sick of pvp where the moment someone gets to 20% hp they click their nice little "BYE" button and theres nothing you can do about it.
seconds later the coward is back to restart the fight at full hp.
TP must change...
or keep TP as it is and rename the game Cowards Online
Grats on reviving a dead thread.
TP was fixed. Learn2hold.
Archived Post
09-24-2009, 12:33 PM
TP used to have a 15 second cooldown in combat (for both gear 1 and 2), and it was still a great power.
No, that made it suck and that's why it was changed. With that cooldown, it was the worst travel power.
Archived Post
09-24-2009, 01:07 PM
Teleport is useful in PVE.
It is the most useful travel power actually...
Why? All the benefits of flight, none of the drawbacks. You don't get shot out of the air by heat seeking missiles or turrets, you don't land and pick up aggro from someone on a hill you passed while doing so. You have the same speed (actually you are faster) than flight is and you don't move like a snail when you enter TP because an enemy was hitting you.
On top of that you can travel right THROUGH enemies while teleporting making many of the PVE missions considerably safer if you are a squishy build.
Teleport is the most useful travel power in PVP.
Unlike flight, which will move slow initially if someone has attacked you, and you can cancel our flight in mid air we can ONLY cancel teleport if we hit you before you do it. In fact, every travel power can be nailed with a cancel travel power ability after they use them... Except for teleport.
Teleport simply has a clear advantage over every other travel power and needs to be brought in line in some way, shape, or form. Currently it does increase survival chances in a situation by a noticeable margin even with the recent removal of a bug. (I refuse to call the love tap teleport got a "nerf" by the by.)
Heck, allow the teleporter to be "targetable" for 2 seconds after entering teleport and make them move at "base flight speed" for those 2 seconds. This at least gives people with anti-travel powers time to stop them before they get away clean and people who were beating them have a chance to finish the job.
Archived Post
09-24-2009, 01:13 PM
Nerf Fly...keep them 5feet from the ground so melee can attack them.
Nerf Acrobatics...There backflips to escape are too fast and cant be caught.
Nerf Tunneling...They can break holds too, similiar to TP IMO.
Do it across the board...doesnt matter that TP kills no one.
If you think it's OP because you cant leech the kill from someone else's effort and the TP'r will get away...it is OP so get the Nerf bat out and swing a grandslam...
Don't forget Superspeed, my new favourite PvP travel power.
Keep it on all the time. You'll always be in range and can constantly kite. Escaping combat is almost as easy as with teleport, but there's a HUGE upside: You can cast heals on yourself while retreating.
Archived Post
09-24-2009, 01:14 PM
Teleport was already fixed with the hold tp exploit thing. There nothing op about tp as it stands now. Fly and Acro are still up there with tp as great pvp travels. Try killing a flyer with heals, or a really fast acro runner with tp alone. Not easy. :rolleyes:
Archived Post
09-24-2009, 01:34 PM
Try being level 40 where everyone has get out of jail free card and another travel power. The trick to teleporting so you will never die is do it ahead of time, you hit 50 percent health, then teleport and heal. Its a power that basically makes it so you can't die.
By doing this, it doesn't matter if people try to hold you or anything. I use teleport and pretty much its a I DONT WIN BUT I DONT LOSE button. I've seen a lot of dumb people with teleport that wait till they are low to teleport and then die.
Archived Post
09-24-2009, 01:38 PM
Its a power that basically makes it so you can't die.
Try it VS real pvpers who can perma remove travels.
Archived Post
09-24-2009, 01:40 PM
Yeah it's really tough to counter Fly and Acrobatics with that box lying on the ground.
Archived Post
09-24-2009, 02:02 PM
Try being level 40 where everyone has get out of jail free card and another travel power. The trick to teleporting so you will never die is do it ahead of time, you hit 50 percent health, then teleport and heal. Its a power that basically makes it so you can't die.
By doing this, it doesn't matter if people try to hold you or anything. I use teleport and pretty much its a I DONT WIN BUT I DONT LOSE button. I've seen a lot of dumb people with teleport that wait till they are low to teleport and then die.
I'm not sold. Right now I see most Hero Gamers using the Tank or Balanced builds. Because they simply don't have the dps to kill you in time, it lets you predict their damage and teleport away at 50%. Though I bet that if you come across an Offence build for burst dps (zero survival but extreme damage) that you wouldn't have time to get out before you're in a hold and dead.
I'm only halfway to 40, but I'm having alot of fun nuking down people at 20 with the fire powerset. I have Fiery Form, Thermal Vibes END/PRE. It lets me take anyone down from full HP, if they don'tt block in time, by using r3 Flashfire followed by r2 Heat Wave. They have about two to three ticks to block before the hold kicks in and then they're busted. At 40 (way before 40 really) you should be able to get a power with the taunt advantage that disables blocking, and that should make the kill guarantied as long as none else knocks you back.
Archived Post
09-24-2009, 02:14 PM
they shouldnt, honestly, take away all the travel powers in a pvp game and simply add a minor speed and jump buff
Archived Post
09-24-2009, 02:15 PM
All I'm seeing are people saying "teleport is balanced because it can be beaten". I'm not seeing anyone explain how teleport is balanced in relation to the other travel powers.
If I see someone without teleport, I will call it out in teamchat and we do nothing but gank that player 20 times.
And no, I'm not specifically asking for a nerf on teleport, just that the other travel powers need to be as viable.
Archived Post
09-24-2009, 03:20 PM
All I'm seeing are people saying "teleport is balanced because it can be beaten". I'm not seeing anyone explain how teleport is balanced in relation to the other travel powers.
If I see someone without teleport, I will call it out in teamchat and we do nothing but gank that player 20 times.
And no, I'm not specifically asking for a nerf on teleport, just that the other travel powers need to be as viable.
okay guys, this right here is a good example of the next TP nerf. I'm telling you, cryptic is going to nerf TP again because of that very reason. I'll even put money on the bet. The way I see cryptics is pattern for balancing is do a little nerf on this and that, later go back to those abilities after tweaking the other abilities and doing a bit more.
If they do nerf this stuff, it should only be nerfed in the PvP area unless it needs a nerf in the PvE area too. What I see cryptic doing is kind of a lazy smack in the butt. PvP and PvE are two completely different things in this game, so the powers should be treated a lot differently.
Archived Post
09-24-2009, 03:37 PM
okay guys, this right here is a good example of the next TP nerf. I'm telling you, cryptic is going to nerf TP again because of that very reason. I'll even put money on the bet. The way I see cryptics is pattern for balancing is do a little nerf on this and that, later go back to those abilities after tweaking the other abilities and doing a bit more.
If they do nerf this stuff, it should only be nerfed in the PvP area unless it needs a nerf in the PvE area too. What I see cryptic doing is kind of a lazy smack in the butt. PvP and PvE are two completely different things in this game, so the powers should be treated a lot differently.
because toggle invulnerability is only good in PvP and doesn't make PvE unbalanced? Until TP makes sense compared to tunneling or Vapor Form under the ice tree, it is not balanced in PvP or PvE.
Archived Post
09-24-2009, 03:50 PM
Bla bla bla bla bla... TP... Bla bla bla.. TP!!!! Bla bla bla bla.. oh ffs can it about the TP already! It's been nerfed it's not enough? oh my my, then who to call now, huh? It's any different to escape at 50% health with TP than flying off/running off? ... block comes to mind here as well... PVP'rs I don't know where you learned to PVP if you keep crying about TP... but let me repeat what has already been said countless of times - THERE ARE WAYS IN THE GAME TO CUT THE TRAVEL POWERS OFF!!! Now I'll go back to my standing and staring at the city knowing out there someone is whining about the TP - that just makes my day.. every day.
Archived Post
09-24-2009, 03:54 PM
All I'm seeing are people saying "teleport is balanced because it can be beaten". I'm not seeing anyone explain how teleport is balanced in relation to the other travel powers.
If I see someone without teleport, I will call it out in teamchat and we do nothing but gank that player 20 times.
And no, I'm not specifically asking for a nerf on teleport, just that the other travel powers need to be as viable.
lol, that strikes me as pretty ********.. but come gank me anytime, if you can deliver enough damage that is.
Archived Post
09-24-2009, 03:54 PM
Try it VS real pvpers who can perma remove travels.
I love this fantasy of Real PvP's they are like the Unicorn as far as I am concerned.
Archived Post
09-24-2009, 03:55 PM
the day will come when they nerf TP, when that day comes, i'll bring the party poppers.
i am so dam sick of pvp where the moment someone gets to 20% hp they click their nice little "BYE" button and theres nothing you can do about it.
seconds later the coward is back to restart the fight at full hp.
TP must change...
or keep TP as it is and rename the game Cowards Online
Yeah! Why in the world would you use the powers that you have to LIVE?! I mean, c'mon, you can stay and DIE!
Archived Post
09-24-2009, 03:57 PM
I'm not sold. Right now I see most Hero Gamers using the Tank or Balanced builds. Because they simply don't have the dps to kill you in time, it lets you predict their damage and teleport away at 50%. Though I bet that if you come across an Offence build for burst dps (zero survival but extreme damage) that you wouldn't have time to get out before you're in a hold and dead.
I'm only halfway to 40, but I'm having alot of fun nuking down people at 20 with the fire powerset. I have Fiery Form, Thermal Vibes END/PRE. It lets me take anyone down from full HP, if they don'tt block in time, by using r3 Flashfire followed by r2 Heat Wave. They have about two to three ticks to block before the hold kicks in and then they're busted. At 40 (way before 40 really) you should be able to get a power with the taunt advantage that disables blocking, and that should make the kill guarantied as long as none else knocks you back.
Yea I dont screw around in Avenger mode its crap Balanced all the way! Then I can never die with my build.
Archived Post
09-24-2009, 04:38 PM
All I'm seeing are people saying "teleport is balanced because it can be beaten". I'm not seeing anyone explain how teleport is balanced in relation to the other travel powers.
If I see someone without teleport, I will call it out in teamchat and we do nothing but gank that player 20 times.
And no, I'm not specifically asking for a nerf on teleport, just that the other travel powers need to be as viable.
Coming from someone at level 40 I can say it certainly can be beaten... although the amount of effort it takes JUST to defeat it is ridiculously out of balance compared to the other tavel powers - it also requires your opponent to take some risk. The bottom line is they dont HAVE to die if they don't want to. Theres nothing you can do to really stop them if they insist on not dying.
They cant explain to you why its balanced because if they did a side by side comparison to other travel powers (like the OP tried to do) people will immediately shoot it down because the OTHER travel powers are MUCH easier to counter AND they don't render the user practically invulnerable. The other travel powers provide a benefit UNTIL they are countered and then the benefit is gone and must be built back up (which is hard to do in combat)
Teleport, on the other hand, is there at full power the instant you need it in 0 to 3 seconds later rather it was countered or not and rather you're in combat or not. The only exception to that rule is it gets slapped with a 10 second cooldown IF and ONLY if you attack after teleporting.
If it WAS balanced then anti travel power abilities should lock it out for 5 seconds and put it into "suppressed mode" after the 5 seconds (see below). BUT BUT BUT!!! That would mean I couldn't use it in combat if it was countered?! Yeah thats the point, welcome to the world of the REST of the travel powers.
AND if you attack PRIOR to using teleport, it should get suppressed just like EVERY OTHER TRAVEL POWER. It should work at half strength (half speed, half duration, no stealth/target dropping) and then incur a 5 second cooldown for using it IN COMBAT. Other travel powers suffer VERY similar symptoms to being used in combat. This "suppressed mode" would wear off at the same rate that the other travel powers suppression wears off at which point it would then operate as a normal travel power (for traveling).
For those paying attention, this change would actually make it more useful as a travel power in combat, but less useful as a "I can always escape" ability. Allowing you to do fast short hops in combat until countered. This change would supersede or remove the current 10second combat timer fora ttacking after teleport, as its mostly pointless and actually kind of unbalanced compared to other travel powers since it severely restricts its uses in combat for anything except a "run away" ability. The idea is that it should, at least, be useful in combat similar to the usefulness other travel powers retain while in combat and before they are countered.
The drama queens would still say "OMG!! That is SO USELESS!!!"
no that doesn't make it useless, it makes it a travel power (you know those things that you get for free at 5 and 35) and not a substitute active defense with zero cooldown. It still carries its own unique advantages. Its still instantly available if its not countered (even in combat, just to a lesser effect) as it requires no build up time and it can travel along all axises and it has no energy upkeep.
Archived Post
09-24-2009, 04:42 PM
THERE ARE WAYS IN THE GAME TO CUT THE TRAVEL POWERS OFF!!!
So you're saying for every teleporter there should be someone that can stand there and do nothing but use hurl on them the entire fight? It's not like you know exactly when they're going to TP, so I don't see another solution. Is there some way to remove people from teleport and not just prevent it? Please enlighten us.
Archived Post
09-24-2009, 06:50 PM
So you're saying for every teleporter there should be someone that can stand there and do nothing but use hurl on them the entire fight? It's not like you know exactly when they're going to TP, so I don't see another solution. Is there some way to remove people from teleport and not just prevent it? Please enlighten us.
I use the hurl spam technique. Sucks in BASH but pretty sweet in UTC with a group. Combined with roomsweeper, lariat and ego holds TPers aren't going anywhere :p
Kinda sucks that it takes so much effort to lock down a TPer, but I can't complain because I abuse it myself. Why do I think it's okay? Pretty simple... crippling challenge is extremely overpowered (especially on ranged attacks) and TP is the only worthwhile counter.
What would make "balance"? Reducing crip challenge to 3 seconds and upping travel power removers to 10. Done.
Archived Post
09-24-2009, 07:48 PM
What would make "balance"? Reducing crip challenge to 3 seconds and upping travel power removers to 10. Done.
I like what you're thinking, but I think that would make Regeneration as OP in tier3 as it is in tier1... unless they tweaked the way regen/block works.
Archived Post
09-24-2009, 07:51 PM
When i seen the topic name i was thinking "oh no.. he's gonna....." after reading it i started thinking " oh..... fail" then i started reading everything here, and decided to say this.
- Peace.
Archived Post
09-24-2009, 08:01 PM
Try being level 40 where everyone has get out of jail free card and another travel power. The trick to teleporting so you will never die is do it ahead of time, you hit 50 percent health, then teleport and heal. Its a power that basically makes it so you can't die.
By doing this, it doesn't matter if people try to hold you or anything. I use teleport and pretty much its a I DONT WIN BUT I DONT LOSE button. I've seen a lot of dumb people with teleport that wait till they are low to teleport and then die.
Its terrible when you have two teams with nothing but Teleport and regen. The minute someone is at half health they teleport away until they are at full health.
The problem with this specific power is all of the other travel powers are essentially worthless... Flight/Rocket Flight being the worse and Teleport being the best. The problem with Teleport is its impossible to control them once they are in there travel power has been activated and when its combined with regen its only a few seconds before they are full health and running back into the fight.
Compare this to an Invul/Flight character which you can constantly pull the guy towards you and deactivate his flight character Teleport is just a logical choice for PvP..
In the end i think its not a situation a nerf can fix. You can honestly argue that the anti travel powers are making the other abilities worthless. Example.... You want to kill a flight character? Let him go high up in the air... detoggle flight and he is dead...
Archived Post
09-24-2009, 08:08 PM
TP isn't OP. People are just bad players. It's counterable just like every other travel power. -Travel Power attacks exist in game. Use them.
If somebody is TPing they cannot attack or aid their team. It's fair and balanced. Same with tunneling.
TP should not break you out of CC nor should you be able to pick up heals/buffs while in the "phase" state.
Those are the only two things I can see that would be viable changes to it without breaking it.
People keep saying that since everyone is using it, it must be OP. That isn't the case at all. PvP and PvE dynamics are different and in PvE the need for an escape power isn't as great cause the AI is freaking horrible. In PvP against smarter players a safety net is available and everyone is taking it. The trade off is that they sacrifice the ability to contribute to the fight if they are using their travel power.
What if flight took you out of the match when you turned it on? Or SS took you immediately to a noncombat state when toggled? There would be no point in PvPing since we'd all be phased or running around bunny hopping with no travel powers like so many other MMO's.
TPers can't chase down anyone that has a diff travel power than them. Once they get two travel powers it's a diff story, perhaps they need to look into rebalancing having two powers as oppose to just nerfing one since that's where the problem lies.
wrong. TP is OP because it completely drops the user as a target. its literally an i win button. and TPers can chase down whatever they want.
they should just disable all travel powers in pvp zones. then everyone would be on the same playing field, using nothing but thier powers and skill to win (or lose).
Archived Post
09-24-2009, 08:21 PM
I like what you're thinking, but I think that would make Regeneration as OP in tier3 as it is in tier1... unless they tweaked the way regen/block works.
It would still be possible to keep someone's block down indefinitely, as most powers that have it are spammable. It would just takes more effort and give more opportunities for blocking. With the longer period of travel removal this would be a fair balance, I think.
Archived Post
09-24-2009, 08:21 PM
wrong. TP is OP because it completely drops the user as a target. its literally an i win button. and TPers can chase down whatever they want.
they should just disable all travel powers in pvp zones. then everyone would be on the same playing field, using nothing but their powers and skill to win (or lose).
I agree. They should lock everyone into a 8x8 tube and let the people with no thought of advantages for pvp get killed in close quarters and complain about something new. Maybe people with acro running to fast. :rolleyes:
And an "I Win Button" is one that lets you kill people instantly from anywhere anytime. Not a move that can be overcome by 2 advantage points and tactics.
Archived Post
09-24-2009, 08:31 PM
It would still be possible to keep someone's block down indefinitely, as most powers that have it are spammable. It would just takes more effort and give more opportunities for blocking. With the longer period of travel removal this would be a fair balance, I think.
Oh yeah :B ... yer right, good idea.
Archived Post
09-24-2009, 08:33 PM
Nerf Fly...keep them 5feet from the ground so melee can attack them.
Nerf Acrobatics...There backflips to escape are too fast and cant be caught.
Nerf Tunneling...They can break holds too, similiar to TP IMO.
Do it across the board...doesnt matter that TP kills no one.
If you think it's OP because you cant leech the kill from someone else's effort and the TP'r will get away...it is OP so get the Nerf bat out and swing a grandslam...
How utterly ******** some are. You simply can't compare TP to any other travel ability. The closest might be tunneling but thats alot easier to manage then TP by far.
Which travel ability allows an instant escape that can't be attacked and starts off at max speed. No charge up time needed, slow/root won't do a darned thing, and they can easily outpace you since max speed all the time and instant tp.
Archived Post
09-24-2009, 08:53 PM
I agree. They should lock everyone into a 8x8 tube and let the people with no thought of advantages for pvp get killed in close quarters and complain about something new. Maybe people with acro running to fast. :rolleyes:
And an "I Win Button" is one that lets you kill people instantly from anywhere anytime. Not a move that can be overcome by 2 advantage points and tactics.
an 8x8 tube is precisely what we fight in now... these pvp maps are ridiculously small.
and fine, maybe not an "i win" button, but certainly an "i dont lose" button. ive seen players being focused by 4-5 other players simply pop TP sit and start regening and then fly away and heal to full because HE ISNT A TARGET TO ANYTHING!
that is not its intended purpose and really really needs to be fixed for pvp purposes.
Archived Post
09-24-2009, 09:10 PM
an 8x8 tube is precisely what we fight in now... these pvp maps are ridiculously small.
and fine, maybe not an "i win" button, but certainly an "i dont lose" button. ive seen players being focused by 4-5 other players simply pop TP sit and start regening and then fly away and heal to full because HE ISNT A TARGET TO ANYTHING!
that is not its intended purpose and really really needs to be fixed for pvp purposes.
How do you know it's not the intended purpose? Are you one of the devs? Sure you drop target when they go into TP, but it's really not that hard to look around to see where they pop up. The maps aren't THAT big.
Archived Post
09-24-2009, 09:44 PM
an 8x8 tube is precisely what we fight in now... these pvp maps are ridiculously small.
and fine, maybe not an "i win" button, but certainly an "i dont lose" button. ive seen players being focused by 4-5 other players simply pop TP sit and start regening and then fly away and heal to full because HE ISNT A TARGET TO ANYTHING!
that is not its intended purpose and really really needs to be fixed for pvp purposes.
You can still attack someone directly while phased. Which you would know if you were melee :cool:. You can still hit them with AOEs at range though.
Archived Post
09-24-2009, 09:51 PM
walking is OP! NERF IT! everyone is now required to equip their leg braces!
Archived Post
09-24-2009, 10:54 PM
walking is OP! NERF IT! everyone is now required to equip their leg braces!
Forest Gump is OP! He took his off!!!!
Archived Post
09-24-2009, 10:58 PM
These nerf baaawwws are getting old.
People are forgetting when a player is in TP, aside from not receiving any damage he also can't do any damage or help his team mates. With the patch, a bug/exploit was fixed bringing TP down a notch, but it's still very advantageous compared to other travel powers. That I'll agree with. But 'OP'? Hardly. In my opinion and view as a melee character it's more difficult to kill a flying power shooter and catch a speedster.
Stop calling for nerfs and call for buffs to other travel powers instead.
Archived Post
09-24-2009, 11:42 PM
These nerf baaawwws are getting old.
People are forgetting when a player is in TP, aside from not receiving any damage he also can't do any damage or help his team mates. With the patch, a bug/exploit was fixed bringing TP down a notch, but it's still very advantageous compared to other travel powers. That I'll agree with. But 'OP'? Hardly. In my opinion and view as a melee character it's more difficult to kill a flying power shooter and catch a speedster.
Stop calling for nerfs and call for buffs to other travel powers instead.
this arguement would be fine if it weren't for the fact that pvp in this game is determined by who gets the most kills first. allowing mechanics like tp in this environment isnt at all fair.
Archived Post
09-25-2009, 05:41 AM
Nerf Fly...keep them 5feet from the ground so melee can attack them.
Nerf Acrobatics...There backflips to escape are too fast and cant be caught.
Nerf Tunneling...They can break holds too, similiar to TP IMO.
Do it across the board...doesnt matter that TP kills no one.
If you think it's OP because you cant leech the kill from someone else's effort and the TP'r will get away...it is OP so get the Nerf bat out and swing a grandslam...
AHAHAHAHAHAHAAHAHHA!!!!!!!!!!!!!!!! AHAHAHAHAHAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!! AHAHAHHAHAH!!.......wait wait i got more AAAAAAAAAAAAAAAAAAAAAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH !!!!!!!!!!!!!!!!!!!!!! god this post was so rediculously REF**CKINGTARDED i had to post this. nerf fly to 5 feet LAWL!!!!!!!!! nerf acrobatics to limping so melee can sit there and facesmash to keyboard and holy fkin christ nerf TUNNELING?! omg this guys gotta be on the short but playing a dang laptop man seriously get this guy on wow he'll be happy cause u press 1 button and u win.
Archived Post
09-25-2009, 05:57 AM
These nerf baaawwws are getting old.
People are forgetting when a player is in TP, aside from not receiving any damage he also can't do any damage or help his team mates. With the patch, a bug/exploit was fixed bringing TP down a notch, but it's still very advantageous compared to other travel powers. That I'll agree with. But 'OP'? Hardly. In my opinion and view as a melee character it's more difficult to kill a flying power shooter and catch a speedster.
Stop calling for nerfs and call for buffs to other travel powers instead.
Huh? I have 2 melee characters and pure melee at that and I can kill a flyer or speedster alot easier then a TPer. The thing is a TPer gets away at full speed fof the bat, can't be targeted and can't be attacked with anything other then a previously running energy builder (assuming you didn't lose target which is sometimes). Tper quickly gets out of combat and regens to full and back into the fray, only way to keep them in combat is by attacking them (fairly hard when you have .5 secs to target and attack when they are visable) and thats not even guaranteed to not allow them to regenate. You ever try to chase a TPer w/o being a TPer? Least when I do I start out slow and have to get my speed up (assuming I'm not attacked or slowed), yet they go full bore off the start.
Its a huge advantage and OPd all in one. I've had matches where I've had TPers near dead and off they go unable to catch them many times in a match. Each one of those should have been a guarenteed kill with any other travel power. Also since matches are basd off who has the most kills that makes a huge difference. 1 power alone should never be the desider between win or lose.
Archived Post
09-25-2009, 09:36 AM
Forest Gump is OP! He took his off!!!!
my good sir, do you accuse someone with an IQ of 70 of exploiting?! Nay, his set were bugged and fell off when he was running away from the truck..
the rewrite has been made and he now gets run over by the truck because the people in the truck were complaining about his bugged braces and running was op.