|
Login | ||||||
![]() |
|
|
Thread Tools | Display Modes |
Its long been ranted about, cried about, whined about, yelled about and on and on and on.
TELEPORT! So many revile it and condemn any who dares to use it in pvp, even in pve, even if a straight up nightcrawler ripp off toon. So those who do love the way Teleport works here are often in a no win sitch as far as thier social rep goes in this game world.
Personally I long ago learned to adapt and sure its annoying when EVERYONE has it, but before we all get 2 many in PVP do try and use concept fitting ones these days which I at least do appreciate.
However it is still hard to argue the real advantages porting gives one over most other travel powers.
This is doubly compounded by travel power removers which I think most agree are way overboard in use in PVE, and though there is some need for them in PVP most feel they there to are abit to much.
Now what I personally feel gives TP its unique advantage is that its not a toggle but more an innate you simply activate when needed.
I feel some other travel powers could become more like this, WITHOUT hurting thier concept( #1 concern imo) and make Teleport abit less unique and therefore less seen. Which i think is the real issue, not that its so great bcause some others really are to, but because it comboes so well with others, and is not a PIMA toggle.
For example batman/spider man ziplines. In the comics these are often used on a moments notice as escape powers to leave ground based( or vertically challenged) foes behind easily. Instead of the silly toggle make it innate( and there by making flipping actually function in combat instead of being disabled immediatly) remove the silly super jump it comes with and just give it a watered down half powered acrobatics or even nothing at all, let them take acrobatics as thier 2nd if they want to be spidermen.
This would still make swinging a very real alternative to teleport for a good escape travel power.
Another would be super speed. It already has a natural suppression effect. However Id just make the higher speed cost you something like recovery effect or lowering your endurance cap significantly. However it should always be right there at the finger tips of the speeder. this would also allow its dmg buff advantage to have a more likely to be used dmg buff then typical.
The fact is the ONLY kind of travel power that needs some real form of disabling is flights, which only because we can either due to prideful concept or simple newbness lack ranged powers, should have powers resembling CoXs universal pool power Air Superiority. A simple effective punch that would ground flyers for pretty much the entire fight, this existed long before they added pvp, and saw no reason to alter for pvp because there some classes can lack any form of ranged attack.
Instead of travel power disable on attacks we simply need Anti Flight on them instead. Travel powers can all find ways to be brought up to the same usefulness for escape leveling the field and more importantly helping make pvp more visually diversified in travel power usage.
TELEPORT! So many revile it and condemn any who dares to use it in pvp, even in pve, even if a straight up nightcrawler ripp off toon. So those who do love the way Teleport works here are often in a no win sitch as far as thier social rep goes in this game world.
Personally I long ago learned to adapt and sure its annoying when EVERYONE has it, but before we all get 2 many in PVP do try and use concept fitting ones these days which I at least do appreciate.
However it is still hard to argue the real advantages porting gives one over most other travel powers.
This is doubly compounded by travel power removers which I think most agree are way overboard in use in PVE, and though there is some need for them in PVP most feel they there to are abit to much.
Now what I personally feel gives TP its unique advantage is that its not a toggle but more an innate you simply activate when needed.
I feel some other travel powers could become more like this, WITHOUT hurting thier concept( #1 concern imo) and make Teleport abit less unique and therefore less seen. Which i think is the real issue, not that its so great bcause some others really are to, but because it comboes so well with others, and is not a PIMA toggle.
For example batman/spider man ziplines. In the comics these are often used on a moments notice as escape powers to leave ground based( or vertically challenged) foes behind easily. Instead of the silly toggle make it innate( and there by making flipping actually function in combat instead of being disabled immediatly) remove the silly super jump it comes with and just give it a watered down half powered acrobatics or even nothing at all, let them take acrobatics as thier 2nd if they want to be spidermen.
This would still make swinging a very real alternative to teleport for a good escape travel power.
Another would be super speed. It already has a natural suppression effect. However Id just make the higher speed cost you something like recovery effect or lowering your endurance cap significantly. However it should always be right there at the finger tips of the speeder. this would also allow its dmg buff advantage to have a more likely to be used dmg buff then typical.
The fact is the ONLY kind of travel power that needs some real form of disabling is flights, which only because we can either due to prideful concept or simple newbness lack ranged powers, should have powers resembling CoXs universal pool power Air Superiority. A simple effective punch that would ground flyers for pretty much the entire fight, this existed long before they added pvp, and saw no reason to alter for pvp because there some classes can lack any form of ranged attack.
Instead of travel power disable on attacks we simply need Anti Flight on them instead. Travel powers can all find ways to be brought up to the same usefulness for escape leveling the field and more importantly helping make pvp more visually diversified in travel power usage.
# 2
10-10-2010, 02:15 PM
Quote:
| The fact is the ONLY kind of travel power that needs some real form of disabling is flights |
The way mightly leap was back before the melee patch, ignoring its 9 second cooldown it was good and its root made it a unique melee tool. I'd also point out at this moment that I'm all for more movement less control, I'd rather see all hold turned into disables so that the user can still move and use their travel power.
So you would have:
Roots: Work exactly like now and suppress travel powers when on you.
Holds / Disables: You can move even with travel powers but you can't use any other powers or devices.
Obviously you wouldn't be able to get a travel root and disable ont he same lunge (cough cough tbl cough)
![]() |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
| Display Modes | |
|
|
All times are GMT -8. The time now is 02:58 PM.




Linear Mode
