Pool Power: Combat Teleport
Tactical Teleport
End: ~6 Recharge: 8s Activation: 0.4s Range: 45' You teleport instantly to the back of your target, granting you a small temporary tactical advantage. Buff: Acc +15% (NOT To-hit), Damage +20% (Defender values) - Duration, 4.0s |
This idea is AWESOME. It reminds me of Rikimaru's Blink Strike ability in Warcraft 3's Defense of the Ancients. Teleport sucks as a combat oriented travel power. I have ALWAYS thought the pool needs to be reworked a bit.
My opinion elaborates on your idea. It would look something like this:
Recall Friend (same)
Teleport Foe (same)
Teleport (same)
Instead of Team Teleport (which I think is worthless), you'd get Tactical Teleport which is described above.
Melee would certianly fair a bit better in PvP from this.
My opinion elaborates on your idea. It would look something like this:
Recall Friend (same) Teleport Foe (same) Teleport (same) Instead of Team Teleport (which I think is worthless), you'd get Tactical Teleport which is described above. Melee would certianly fair a bit better in PvP from this. |
This sort of thing has been suggested. Every time it is, I think of this.
http://www.youtube.com/watch?v=SbbRK8D_0-U
I think this would be better off as a Tier3 power in the Teleport APP.
Combat Teleport
Type - Toggle
Endurance Cost: .25 end/sec
Basic Description: Essentially this power will, when you trigger an attack, teleport you directly to the enemy who you have highlighted then triggers the attack.
About the only downside I see to this is it would make combat TERRIBLY choppy for the person running this power.
I would love the idea for a teleport attack. Right now I select a target then teleport and as I teleport I hit eagle claw. The move looks sweet, when I finish my teleport I start the eagle claw in middle air. The down side is that it burns end fast. A true teleport attack would be nice.
They need a TP with a very short (instantaneous) animation for combat TP. Something Wesker-esque.
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This sort of thing has been suggested. Every time it is, I think of this.
http://www.youtube.com/watch?v=SbbRK8D_0-U |
Hmm... perhaps the last power should be confuse, might fit more after watching that video.
Chaos Dance
End: ~8 (+20%)
Recharge: 4s (30s) - Unaffected by any recharge
Activation: 0.4s
Range: 20'
You teleport instantly to a random enemy near you, the experience is so traumatic to your target and surrounding enemies that they are briefly held. The brief rush of adrenaline allows you to use this power if you react in time to take advantage of the energy created by your teleportation. But you can't keep up with the chaos forever, as each time you use this power within a short window increases its endurance cost.
Confuse: Mag 2.0 - Duration 3.0s
I think the one big hurdle to overcome is the Cottage rule, which I believe is still in effect for the powers team even if Castle isn't with the studio anymore.
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Love the idea some kind of in-combat TP ability. Tactical Teleport in particular. Would make a great addition to the TP Pool on it's own.
Since it'd really be stepping on Teleport's toes, I'd really like to see this in a Gravity Melee set or something like that. A follow-up with you teleporting behind enemies, Lightning-Rod like AoE where you teleport in and there's a brief still of a phantom model (like you get with Dual Pistols) kicking/punching every enemy in the group as if you'd teleported in quick succession.
Heavy Tap, jab with -speed instead of stun
Uplift, an uppercut with Levitate's knock up
Superheavy Slam, Haymaker's animation with it's speeds altered so you raise your arms slower then slam them down at blinding speed
Tactical Wormhole, instantaneous teleport which summons a psuedopet with a PBAoE attack, 1 target max, disorient/stun. Self +damage/tohit
Confront/taunt
Wormhole Barrage, targetted melee AoE (think Thunderstrike), you simply kick or punch your target and any other enemy hit has a brief phantom model appear doing a kick/punch with the teleport effect
Gravity Well, the Warshade's one..
..All I can think of any more right now.
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I don't see why more powers couldn't simply be added to the pool.
Cottage rule in effect? Can't replace powers? Then don't. Whats wrong with having more than two level 6 powers? Or more than two level 14 ones?
Add in a short range 'blink' power for level 6, and then maybe an upgraded version at level 14 that has an AoE effect a la Shield Charge (as in its a pseudo pet, NOT that it does damage like SC )
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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This sort of thing has been suggested. Every time it is, I think of this.
http://www.youtube.com/watch?v=SbbRK8D_0-U |
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Before clicking I knew what this was going to be. Ever since seeing that scene, I've been hoping that some game could create that same feeling.
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For balancing I would have the recharge rates for the Tier1 powers increased a bit otherwise they would be to easy to stack and make permanent.
As for the cottage rule stuff - despite powers not being widely taken there is always someone who has and finds use for it. As Techbot says why not just add extra powers to pools and that way everyone is happy (much like when they added powers to the APPs/PPPs).
Me likey.
Since it'd really be stepping on Teleport's toes, I'd really like to see this in a Gravity Melee set or something like that. A follow-up with you teleporting behind enemies, Lightning-Rod like AoE where you teleport in and there's a brief still of a phantom model (like you get with Dual Pistols) kicking/punching every enemy in the group as if you'd teleported in quick succession.
Heavy Tap, jab with -speed instead of stun Uplift, an uppercut with Levitate's knock up Superheavy Slam, Haymaker's animation with it's speeds altered so you raise your arms slower then slam them down at blinding speed Tactical Wormhole, instantaneous teleport which summons a psuedopet with a PBAoE attack, 1 target max, disorient/stun. Self +damage/tohit Confront/taunt Wormhole Barrage, targetted melee AoE (think Thunderstrike), you simply kick or punch your target and any other enemy hit has a brief phantom model appear doing a kick/punch with the teleport effect Gravity Well, the Warshade's one.. ..All I can think of any more right now. |
Another video example:
http://www.youtube.com/watch?v=pBPzD...tailpage#t=17s
Granted, technically in this series they aren't teleporting but moving really really fast, but visually it's the same as teleport.
I think this would be better off as a Tier3 power in the Teleport APP.
Combat Teleport Type - Toggle Endurance Cost: .25 end/sec Basic Description: Essentially this power will, when you trigger an attack, teleport you directly to the enemy who you have highlighted then triggers the attack. About the only downside I see to this is it would make combat TERRIBLY choppy for the person running this power. |
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I would love it if they gave the NPCs TP Foe.
I've always fancied a scrapper secondary set that was teleportation.
The tech exists (see Dimension Shift) for the game to copy you're costume across graphical entities in some form. And it would be a very graphically intensive defence set, but then I think that owuld be a good thing.
While I definately would enjoy a secondary that involved teleportation, I an APP or something that did the job well would be equally as awesome.
Let me preface this by saying that this is a pipe dream. The chances of this ever being implemented are probably less than slim. But it was fun thinking about it, and so I came up with two possibilities for a combat teleportation pool. The first one is designed after current pool powers, ie, two choices at 6, a new one at 14 and the last one at 20.
Regular Pool
Level 6:
Forward Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 45'
You teleport instantly to the front of your target, this sudden displacement will briefly terrify foes.
Terrify: Mag, 3.0 - Duration, 4.0s
Tactical Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 45'
You teleport instantly to the back of your target, granting you a small temporary tactical advantage.
Buff: Acc +15% (NOT To-hit), Damage +20% (Defender values) - Duration, 4.0s
Level 14:
Chaos Step
End: ~10
Recharge: 12s
Activation: 0.4s
Range: 7'
You teleport instantly in a random direction away from your target, briefly disorienting weaker enemies.
Disorient: Mag 2.0 - Duration 5.0s, 15' Radius
Teleportation Distance: 40'
Level 20:
Chaos Dance
End: ~8 (+20%)
Recharge: 4s (30s) - Unaffected by any recharge
Activation: 0.4s
Range: 20'
You teleport instantly to a random enemy near you, the experience is so traumatic to your target and surrounding enemies that they are briefly held. The brief rush of adrenaline allows you to use this power if you react in time to take advantage of the energy created by your teleportation. But you can't keep up with the chaos forever, as each time you use this power within a short window increases its endurance cost.
Hold: Mag 3.0 - Duration 3.0s
* Similar to the Dual Blades combo mechanic, right after using Chaos Dance it lights up in your tray. I realize that this would be impossible to implement with the game's engine, but hey, dreaming is free.
This other version of combat teleport focuses on giving players two choices both times it unlocks. Aside from the level differences, this pool is different in that you don't need to pick either of the first two powers to pick one of the last two.
Irregular Pool
Level 14:
Forward Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 45'
You teleport instantly to the front of your target, this sudden displacement will briefly terrify foes.
Terrify: Mag, 3.0 - Duration, 4.0s
Tactical Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 7'
You teleport instantly away from your target in the direction it was facing, this sudden displacement will briefly disorient your target.
Stun: Mag, 3.0 - Duration 4.0s
Teleportation Distance: 40'
Level 20:
Strategic Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 45'
You teleport instantly to the back of your target, showing you its weakness and granting you increased battle prowess for a brief moment.
Buff: Acc +20% (NOT To-hit), Damage +30% (Defender values) - Duration, 4.0s
Systematic Teleport
End: ~6
Recharge: 8s
Activation: 0.4s
Range: 7'
You teleport instantly away from your target in the opposite direction it was facing, this will allow you to exploit their weakness, giving you a brief increase in combat capabilities.
Buff: Acc +20% (NOT To-hit), Damage +30% (Defender values) - Duration, 4.0s
Teleportation Distance: 40'
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