Short Distance Teleportation


Chyll

 

Posted

Could a Nightcrawler type of power/ability work? For both combat and short travel purposes?

Would it be better as a travel power or a pri/sex?


 

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Quote:
Originally Posted by Ridia View Post
Could a Nightcrawler type of power/ability work? For both combat and short travel purposes?

Would it be better as a travel power or a pri/sex?
It's one of the incarnate powers.

You teleport over toward each enemy in front of you up to the cap and storm kick them before returning to where you started.


Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

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Originally Posted by Lycanus View Post
It's one of the incarnate powers.

You teleport over toward each enemy in front of you up to the cap and storm kick them before returning to where you started.
And it's tons of fun on a Rikti Ship Raid.


_________
@Inquisitor

 

Posted

It'd be nice to have a split second animating, 50ft ish teleport power, for zipping around in combat. Would be nice to see.


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Originally Posted by Zwillinger View Post
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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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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If they had a "Combat TP" that animated in under a second, I would scoop that up and try to fit it on every build.


 

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I think a single target [Wormhole]/[Teleport Foe] type power where you vanish and appeared a la the Vorpal visual to drag a foe back to you would be pretty sweet.


City of Heroes was my first MMO, & my favorite computer game.

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Quote:
Originally Posted by Stone Daemon View Post
If they had a "Combat TP" that animated in under a second, I would scoop that up and try to fit it on every build.
agreed, as long as there was no hover effect.


 

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How about a portal, you click the power, click on the enemy target.
A portal appears next to you and the enemy, when you attack the portal next to you, it hits the targeted enemy. That would be funny.


 

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I like to call this idea "Combat Teleport," and I've always wished we could have that. In my ideal world, this would have an instantaneous (say, 0.1 to 0.5 seconds) or near-instantaneous animation, very short range on the order of 10-20 yards, and use the basic reticle, have no hover time. This would then be used to reposition yourself across the field without the danger of getting hung up on chairs, having doors blocked on you or bumping your head on a low ceiling.

Granted, care needs to be taken to ensure this power does not top the long-distance travel capability of actual Teleport, but this can be done via recharge. At base, Teleport travel 100 yards with a 2s animation. With a 20-yard Combat Teleport of a .5s animation, you'd cover that distance in 5 hops for a total of 2.5s. Now add a recharge of two seconds to the power and you bump this up to 12.5s, and that's well within tolerance.


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Originally Posted by Arcanaville View Post
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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Quote:
Originally Posted by Samuel_Tow View Post
I like to call this idea "Combat Teleport," and I've always wished we could have that. In my ideal world, this would have an instantaneous (say, 0.1 to 0.5 seconds) or near-instantaneous animation, very short range on the order of 10-20 yards, and use the basic reticle, have no hover time. This would then be used to reposition yourself across the field without the danger of getting hung up on chairs, having doors blocked on you or bumping your head on a low ceiling.

Granted, care needs to be taken to ensure this power does not top the long-distance travel capability of actual Teleport, but this can be done via recharge. At base, Teleport travel 100 yards with a 2s animation. With a 20-yard Combat Teleport of a .5s animation, you'd cover that distance in 5 hops for a total of 2.5s. Now add a recharge of two seconds to the power and you bump this up to 12.5s, and that's well within tolerance.
Well, I was half considering a 10ft range single target version of Lightning Rod/Shield Charge/Spring Attack as a light-attack in the Temporal Melee thing I wrote...eventually made it further up the tiers

but I wonder if a Teleport combat would work as a blast or short range melee set


Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

Posted

Teleportation has alot of issues in this game, namely long activation, high end cost, forced hover on arrival, and only location based functionality available (vs targetted). All of this would need to be fixed for a combat teleport to be viable.


 

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Originally Posted by DreadShinobi View Post
Teleportation has alot of issues in this game, namely long activation, high end cost, forced hover on arrival, and only location based functionality available (vs targetted). All of this would need to be fixed for a combat teleport to be viable.
the hover issue doesn't exist in any of the three port and smash powers: Shield Charge, Spring Attack and Lightning Rod....so that part has been fixed

also, none of those three has a terribly long activation time

the only thing that remains is the location-based functionality


Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

Posted

Quote:
Originally Posted by Lycanus View Post
the hover issue doesn't exist in any of the three port and smash powers: Shield Charge, Spring Attack and Lightning Rod....so that part has been fixed

also, none of those three has a terribly long activation time

the only thing that remains is the location-based functionality
True, I wasn't thinking of SC, SA, and LR when I posted that.

Also as a comment to the question of range, I'd say if it was a melee set based teleport it should have a 40' range in line with other melee set ranged attacks. 10' is barely greater than a standard melee attack (7') and even shorter than some unique melee attacks such as KoB (13')


 

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Quote:
Originally Posted by DreadShinobi View Post
True, I wasn't thinking of SC, SA, and LR when I posted that.

Also as a comment to the question of range, I'd say if it was a melee set based teleport it should have a 40' range in line with other melee set ranged attacks. 10' is barely greater than a standard melee attack (7') and even shorter than some unique melee attacks such as KoB (13')
I was thinking of having the 10ft attack as something of a unique basic attack


Thrythlind's Deviant Art Page
"Notice at the end, there: Arcanaville did the math and KICKED IT INTO EXISTENCE." - Ironik on the power of Arcanaville's math

 

Posted

Unless I'm mistaken, the forced hover on TP is only because it's used as a travel power. It would do a player no good if they always plummeted from the sky after a teleport while trying to get across a zone. The hover gives them a small window to choose their next spot to teleport to.

A combat tp wouldn't need the hover, as it couldn't be used for travel (efficiently).


 

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Quote:
Originally Posted by Stone Daemon View Post
Unless I'm mistaken, the forced hover on TP is only because it's used as a travel power. It would do a player no good if they always plummeted from the sky after a teleport while trying to get across a zone. The hover gives them a small window to choose their next spot to teleport to.

A combat tp wouldn't need the hover, as it couldn't be used for travel (efficiently).
Correct, the hover was added long after release for exactly the reason you stated. However the issue is that it is forced. They should have an option to turn the forced hover off (null the gull) as well as shorten the cast time of teleport pool powers significantly.


 

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Quote:
Originally Posted by Lycanus View Post
the hover issue doesn't exist in any of the three port and smash powers: Shield Charge, Spring Attack and Lightning Rod....so that part has been fixed

also, none of those three has a terribly long activation time

the only thing that remains is the location-based functionality
The problem with the ST combat TP attack ... you can't target an enemy. all the other TP are location AoEs If you wanted it to be a ST TP attack, a solve would have to be made for this.

My solve was, whne you click the power, a located TP would be placed under your current target and the animation would be the attack.

I made the "Bull Rush" attack set and was purposed this problem.


 

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There already is functionality in the game that instantly teleports a player to the other side of a mob if they are blocking a doorway so it shouldn't be too difficult for the devs to implement this as a st attack.


 

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Originally Posted by _Klaw_ View Post
There already is functionality in the game that instantly teleports a player to the other side of a mob if they are blocking a doorway so it shouldn't be too difficult for the devs to implement this as a st attack.
With /stuck? I'm pretty sure those things are very different.


 

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No not /stuck it's automatic. IIRC if you hold down W on a mob it will tp you to the other side of the mob. Either that or it's just for mm pets.


 

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Quote:
Originally Posted by _Klaw_ View Post
No not /stuck it's automatic. IIRC if you hold down W on a mob it will tp you to the other side of the mob. Either that or it's just for mm pets.
I have a feeling it's just MM pets cause I've never run into what you're describing.


 

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OK just the MM thing, I used to play MM's exclusively and I remember it happening a few times, but my point is still valid I think it can be done.