Why is Teleport the Only Travel Power that takes lots of Energy?
Because teleport cant be immobed or slowed. Its a get-outta-jam-free card.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
It's also THE fastest travel power. It's faster than capped superspeed before you even put enhancements in it, and it's got full 3D motion.
http://www.fimfiction.net/story/36641/My-Little-Exalt
Use the 'free' slot for a single endrec SO (or IO) and you can pretty much go anywhere without resting assuming you aren't running lots of other toggles.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The same argument was made about Fly back when it cost hideous amounts of endurance to run, and yet that was rectified at some point. It still costs a lot, but not nearly as much as it used to. I wonder if I can't find Big Pippy's planner to see how much it used to cost...
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1) Faster than capped Super Speed, even before slotting/Auto-Boost Range from Energy Manipulation.
2) Get outta Immob/Slow free card.
3) Full 3-D movement.
Originally Posted by Back Alley Brawler
Did you just use "casual gamer" and "purpled-out warshade" in the same sentence?
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No, the argument about Fly being fastest never was made. Teleport is quite simply worth the extra cost because:
1) Faster than capped Super Speed, even before slotting/Auto-Boost Range from Energy Manipulation. 2) Get outta Immob/Slow free card. 3) Full 3-D movement. |
As for speed and 3D movement, I rather think that's balanced already by the fact that it takes fairly intense concentration to use, lest you faceplant from eight hundred feet. It is way more susceptible to lag than the other travel powers - Super Speed is fairly affected too, but its stealth component means you get a bit of leeway (as opposed to falling to painful crushing earth every few seconds). Plus, its gateway powers are, save for niche situations, vastly less useful than those of other travel powers (Teleport Foe or Hasten... which would most players prefer?).
Since Fly's endurance cost and speed were rebalanced, Teleport is more the redheaded stepchild of travel powers than ever. Last I checked, it was considered a subpar choice by everyone but Stone Tankers.
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Depends on what you consider to be subpar. I generally take SS on toons, but that's usually because I'm taking hasten. RFriend isn't much use to me as I solo a lot, and TPFoe has been nerfed out of utility, so as a pool it's subpar, but Teleport itself is great. I've had it on many toons, and have still have it on a few heroes simply because it's fast, it doesn't suppress, and it's just cool.
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No, the argument about Fly being fastest never was made. Teleport is quite simply worth the extra cost because:
1) Faster than capped Super Speed, even before slotting/Auto-Boost Range from Energy Manipulation. 2) Get outta Immob/Slow free card. 3) Full 3-D movement. |
The arguments may be worded differently about Teleport, but the fact remains - its cost isn't balancing for any perceived advantages the power has. It's an artefact of an old age that no-one bothered to even look into.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Teleport is also the only travel power that does not benefit from the jump pack.
And it is a total joke in PVP now.
Since fly and its prerequisite hover were buffed, and SS got the jump pack and raptor pack, teleport has gotten progressively less balanced.
The first thing that should be done to fix it is to adjust its hover time by distance to ground. Its hover would be increased, but supressed if within 50ft of ground.
A game is not supposed to be some kind of... place where people enjoy themselves!
Something needs to be done to it, but most suggestions involve new tech being created for just this one power. Personally, just decreasing its cost would be a nice start for me.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I don't buy that... a travel power is there to be a travel power, not a combat tool. If it is designed this way, I would consider that a bad decision, not a fair justification.
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Combat jumping is technically a travel power. . .what stoner doesn't have teleport? Hover is a travel power. . .oh yeah, and the Blessing of the Zepher Set? +3% defenses isn't it? That can make it awfully helpful as a Combat aide.
Just saying. Also, many master minds take teleport, because no matter how far away their pets are, if they teleport, so do their pets. . ."here I am, unprotected come get me" *gets attacked and teles* *suddenly has 6 angry pets surrounding it which will take damage for it, and kill it's attacker.
As has been mentioned, tele is also the fastest travel power. Also it is the only travel power that doesn't have a direct movement cap (Range cap effects it, but. . .if you hit that you are moving to fast O.o)
Edit: Just remembered that SS has a low grade stealth, again a combat tool. Several blasters have fly, and use that to avoid melee combat. Actually as I recall. . . that is why all AE custom critters must have ranged attacks now isn't it? Because fly was being used as a combat tool. The only one I have left out at this point is SJ. . .granted I can't really think of a good one for that one other than maybe kiting, which is better done with CJ and SS.
Stone might have to find a way to deal with its drawbacks? Horrors.
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They use teleport.
Besides, why would a slow or immob affect Teleport thematically? It makes sense for the other powers to be affected - but you're not *moving* between point A and B with Teleport. You're simply ignoring the space between them and appearing where you want to be (or at the far end of range.)
Also, you can't be affected during travel with Teleport - If you want to move 200 yd away, a mob at 100 yd can't see you in between and attack. There's also no -teleport powers to affect you (there is, of course, -fly, -jump, and slow.) Yes, I'm aware of PVP suppression and Teleport, but (a) that's such a minor part of the game, and it just falls into the list of powers that 'nobody takes to PVP' now, and (b) Castle doesn't even like the solution (and is, or was, looking for a different way,) but doing a -range affected *all* powers on the character, not just teleport.
I'm more wondering where this dovetails into the idea that this power, out of the box, should be so endurance and effort intensive. Or how its two gateway powers are on par with hasten/combat jumping/hover/air superiority.
Someone has to have the worst gateway, I suppose.
In summery TP has always been a combat travel power, I wouldnt be opposed to lowering the end costs. But any changes other than end costs would involve a misbalance in the stone sets.
Stone might have to find a way to deal with its drawbacks? Horrors.
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Seriously, there are ways out of everything, and arguments can be made about how much Stone Armour SHOULD have to get out of, but it doesn't make sense for Teleport to cost as much as it does because it helps Stone Armour avoid a lot of its drawbacks.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Combat jumping is technically a travel power. . .what stoner doesn't have teleport? Hover is a travel power. . .oh yeah, and the Blessing of the Zepher Set? +3% defenses isn't it? That can make it awfully helpful as a Combat aide.
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Just saying. Also, many master minds take teleport, because no matter how far away their pets are, if they teleport, so do their pets. . ."here I am, unprotected come get me" *gets attacked and teles* *suddenly has 6 angry pets surrounding it which will take damage for it, and kill it's attacker. |
As has been mentioned, tele is also the fastest travel power. Also it is the only travel power that doesn't have a direct movement cap (Range cap effects it, but. . .if you hit that you are moving to fast O.o) |
As well, Super Jump can just about catch up to Teleport, only default slot provided, and that power costs next to nothing, takes only token effort to use and is pretty much just as safe. It's not a case of Teleport being the fastest, it's a question of Fly being the slowest.
Edit: Just remembered that SS has a low grade stealth, again a combat tool. Several blasters have fly, and use that to avoid melee combat. Actually as I recall. . . that is why all AE custom critters must have ranged attacks now isn't it? Because fly was being used as a combat tool. The only one I have left out at this point is SJ. . .granted I can't really think of a good one for that one other than maybe kiting, which is better done with CJ and SS. |
Fly is a TERRIBLE power to use in combat. It suppresses down to stupid-slow speeds every time you so much as think about combat, costs far too much to be a reasonable toggle to run, and it drifts all over the place. The point of Hover is to replace Fly in combat, hence why it's a combat power where Fly isn't.
Super Jump is similarly not very useful in combat. It doesn't cost much, but it costs too much for what it does, suppressing as it does and being far outshined by Combat Jumping. While kiting IS possible, Sprint is a better tool to do so than Super Jump, and because of how air control works, Hurdle is actually better for it than Combat Jumping.
What's more, Teleport is even LESS useful in combat compared to all the others. Not only does it cost MUCH more than all the other powers combines, but it also takes around 2 seconds to animate, which is often longer than most of your actual attacks. And about the only time that getting out of an immobilizing situation is useful is if you're running. If you want to use Teleport to port around the battlefield, it's cheaper, easier and faster to just walk. Well, for anyone other than Stone Armour. Seriously - just use a break free. It's what they're for.
About the only people it's actually useful to mid-combat is PermaGranite Tankers and the occasional misguided Brute who thinks doing that has any point for his AT. I don't believe the power should be such a pain just because it has such use for Granite Armour.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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The way teleport is now is basically designed to benefit the stone sets. If you took that away from the stone set it would not only force them to deal but make them pretty much useless to any team ever. As the only thing they could consistently for the team would be distant taunt. Forget herding, gauntlet and all the other tank things that the other tank sets take for granted. Also dont forget the recharge that stone tanks also deal with in addition to the movements.
In summery TP has always been a combat travel power, I wouldnt be opposed to lowering the end costs. But any changes other than end costs would involve a misbalance in the stone sets. |
I have really only two complaints about tp.
1) You can't tp to a target, only to a floor, wall, or end-of-range area.
2) If you're using the tp stealth proc, your stealth gets broken every time you tp. Consequently, every time I'm tping across FF I get sniped, even tho I'm theoretically "stealthed." The irony is that if you want to benefit from the tp stealth proc, you have to stop tping.
What's more, Teleport is even LESS useful in combat compared to all the others. Not only does it cost MUCH more than all the other powers combines, but it also takes around 2 seconds to animate, which is often longer than most of your actual attacks. And about the only time that getting out of an immobilizing situation is useful is if you're running. If you want to use Teleport to port around the battlefield, it's cheaper, easier and faster to just walk. Well, for anyone other than Stone Armour. Seriously - just use a break free. It's what they're for. About the only people it's actually useful to mid-combat is PermaGranite Tankers and the occasional misguided Brute who thinks doing that has any point for his AT. I don't believe the power should be such a pain just because it has such use for Granite Armour. |
I've also used it to *avoid* groups and get into a better position. I used to use it on one of my blasters to get from the ground up onto a shelf for a snipe.
Hell, I've even used the much-maligned Team Teleport - it's fun to have a group of Electric blasters hop in, drain (and stun - cheap procs can do nice things) everything in a good size group and then finish everything off.
It seems that on the blue side all the travel powers are energy efficient except for teleport travel? Why is it not energy efficient also?