Teleportation could use an attack power.
CoT minion: (to Lieut) So I was out in Atlas Park last night, when this jerk of a Newblet strolls up to try and take me out...
*fawoosh* {TP Foe activated}
CoT minion: ... What the... erk... whoa... erp... BLAAAARGG!
Newblet (that's not so new anymore): Hi there, remember me?
BZAP!
...Yep, I can see this working! Who wouldn't be disoriented when instantly displaced in space/time?
/signed
And why, precisely, does Teleport need an attack power, or TP foe need to be "an attack" - other than "everyone else has one?" (Which, IMHO isn't a very strong reason.)
Don't get me wrong, I think the disorient portion on a successful TP Foe makes sense - moreso than having them show up, weapon ready and firing at you. I just don't particularly see the need for it being an *attack* as well (when, likely, it would mean something else about the power being reduced.)
I just don't particularly see the need for it being an *attack* as well (when, likely, it would mean something else about the power being reduced.)
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Now I think there would be a real problem if you put this into PvP, but I know so little about that side of the game that I won't try to address it. What I do think is that if you added another 10 or 15 seconds to the recharge, another 5 end to the cost and another one or two seconds to the interrupt time while also dropping the range down to 70' or maybe even requiring LOS (that might be enough by itself!) it would most certainly be worth making it an attack.
I would think, however, that adding a stun to it would make it way too powerful. You're already pulling the minion or LT away from the rest of their spawn so you're fighting it one-on-one. Making it drop or be unable to raise toggles and unable to fight back would be pretty much an I Win thing. Unless the stun was really, really short. 2 seconds maybe. Whatever. But a small amount of damage? I don't see why not.
And while I always respect Bill's opinions, I'll have to respectfully disagree on this one about the "everyone else has it" argument in this particular case. Jump, Flight and Speed all have some kind of attack power and the TP Foe is already obviously the Port's version of an attack power. After a fashion, Teleport already has it's attack power and TP Foe is already it. The only difference is that instead of damage you're pulling your foe to be fought one-on-one. A huge advantage on its own, surely, but not very appropriate to the power.
Mind you, I'm not suggesting it should be a fight-stopper. Quite the contrary, I think the damage it should do should be mostly for flavor. Brawl level. Or like the Stun power on Energy Melee. Very minor and just to symbolize the extreme shock to the system caused by the dimensional rip (or whatever). The only reason I think it should be damage instead of stun is for balance reasons. Stun (or both) would obviously be much more appropriate thematically, as you've both indicated, but I do think that would turn the power into something very, very potent as opposed to a level 6 pool power pick.
What do you think about that, Bill?
Robin
--If we can have huge sig images, why can we have only five lines of text?
--...faceplanting like a Defender pulling an AV (Nalrok_AthZim)
It would allow the power to do -something- when it can't teleport the target, theoretically.
Dawncaller - The Circle of Dawn
Too many blasted alts to list, but all on Virtue.
I think a Recall Team or Teleport to Friend would be better.
If it ain't broke set it on fire, then say it was a fault in the design.
Main:50 Force Encephalon Mind/Kinetic Controller, Protector Server
I'd rather they add a combat teleport attack. Either similar to Lightning Rod/Shield Charge but with a smaller AoE, less damage and faster (like 15-20sec) recharge
-OR-
A teleport foe to yourself + smashing dmg + knock up attack that doesn't have an interruptible animation. The range could be something like 40ft with a decently long rech of a higher tier ranged attack.
Also, Speed needs a mitigation/movement toggle/passive like all the other pools and the other travel pools could use a click buff of some nature.
Not saying the pools actually *need* it but it would be nice not to have to dip into a whole bunch of pools to get this and that when your concept is just 1 of them (or a mix of 2).

I'm not hugely against the proposal, mind you. My argument was more with the reasoning given by Frederick for the change and how it sounded. That and, really, I don't particularly want recharge or accuracy adjusted to compensate - the bias there is mostly for my Warshades, TBH, with the similar power native to them. Missing when trying to separate a Void Hunter leads to pulling out a magazine.

Also, Speed needs a mitigation/movement toggle/passive like all the other pools and the other travel pools could use a click buff of some nature.
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Also, mitigation toggle = Whirlwind. Anything that enters melee range while it is active is knocked back. You can corner an enemy and they are constantly KBed, making them pretty much helpless.
Not that anyone takes it, but it does already have one.
I can't even think of a click buff that would be appropriate to any of the other pools.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Teleport is slighty different, though. Frankly, all the other pool powers are not terribly desirable. I know there's a lot of subs playing Emps out there who take Recall Friend to round out their sycophant suite, but once everyone has a travel power of their own it's only marginally useful. TP Foe is all but useless as it draws aggro on the same scale as a ranged attack. Even if you use it around a corner or from behind a wall, the TPed enemy's friends will automatically home in on you.
I love TP as a travel power, but with the Teleport pool you definitely have to waste thet second slot for the preliminary power.
Making TP Foe a mini-Wormhole (which is where I see the idea as coming from rather than simply making all pools the same) rather than pointless would be a start. Eliminating the aforementioned enemy behaviour would be a nice alternative.
Winston Churchill
A 70% buff to recharge speed isn't enough for you?!
Also, mitigation toggle = Whirlwind. Anything that enters melee range while it is active is knocked back. You can corner an enemy and they are constantly KBed, making them pretty much helpless. Not that anyone takes it, but it does already have one. I can't even think of a click buff that would be appropriate to any of the other pools. |

You can use attacks with Whirlwind going. It used to be broken to unroot during animations.
Dawncaller - The Circle of Dawn
Too many blasted alts to list, but all on Virtue.
A teleport foe to yourself + smashing dmg + knock up attack that doesn't have an interruptible animation. The range could be something like 40ft with a decently long rech of a higher tier ranged attack.
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/em scorpion "C'MERE!"
I'd giggle a little every time my fire blaster did that followed by breath of fire.
I might even bind it to a costume switch with a skull mask.
Muhaha.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
You can use attacks with Whirlwind going. It used to be broken to unroot during animations.
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Used to be the spinning animation pre-empted all power animations, now when it's running, you stop spinning, activate your power, and resume spinning.
It doesn't look quite right, but it was the only way to avoid the PvP zones looking like Oklahoma in June.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
Add a reasonable amount of lethal damage and disorient to Teleport Foe. At least then it would do something even if it fails to actually teleport the enemy, and it would give the Teleport pool an attack power just like all the other travel pools.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522