Why am I never TP Foed :(
Well we do already have certain enemies who can phase us and thankfully they are not come across often
Trying to figure out though just where the npcs using TP Foe would be used, since they cannot target us until we are within range the only solution that comes to my mind is having them have sniper range [or more].
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don't most enemies have a longer range than we do? They could TP foe like a snipe and gank us... on my SoA I would put "pummel" on auto and then TP foe to my feet. That resulted in a nice rifle-butt-to-the-nose mez that enabled me to shoot them to death.
Of course, it's a lot of tech to add to teh game that popping an orange negates.
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The thread made me think of a new interesting character. A "hero" who is very very weak in combat but has exquisite teleportation skills of himself and everything around him. Say he follows you through a mission and is able to pick off enemies for you to fight one on one. Then again a lot of people wouldn't really like that because it'd prevent steam rolling.
Enemies doing it would provide an interesting challenge if they scatter. The boss enemy of the mob could ATT his mob back to him to avoid them getting picked off. Of course this would lead to an either really broken boss or hilariously annoying glitches. Or both.
I probably didn't make jack sense just now. I'm really really tired.
http://www.virtueverse.net/wiki/Shadow_Mokadara
Imagine an enemy type on the roofs of buildings, with sniper-range TP Foe. And that was all they did.
You'd be forced to stop and take them out, otherwise you could never get anywhere.
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http://www.virtueverse.net/wiki/Shadow_Mokadara
This reminds me of something I mentioned a while back to some people. Why don't more foes have Taunt?
Think about it, make one enemy who is *insanely* resilient, but doesn't do much damage himself. They use a Taunt on say, a Blaster. Suddenly, that Blaster can only target said enemy. Sure, you can still use AoE's, but it's something I'd like to see, since it could cause some interesting situations.
For bonus points, AoE Taunt
I was doing some playthroughs of City of Heroes. Now they will serve as memories of a better time ...
This reminds me of something I mentioned a while back to some people. Why don't more foes have Taunt?
Think about it, make one enemy who is *insanely* resilient, but doesn't do much damage himself. They use a Taunt on say, a Blaster. Suddenly, that Blaster can only target said enemy. Sure, you can still use AoE's, but it's something I'd like to see, since it could cause some interesting situations. For bonus points, AoE Taunt |
http://www.virtueverse.net/wiki/Shadow_Mokadara
Why should enemies be able to TP you when they'd just run away anyways?
Who do I have to *&^% around here to get more Targeted AoE recipes added?
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In the new DA content, there's a lot of new powers used by the enemies.
Black Scorpion uses Taunt judiciously... though it didnt matter as I was soloing at the time.
And the Knives of Vengeance that use Titan Weapons get Build Momentum(!).
I've always thought -range was a woefully underused mechanic/debuff. An enemy with attacks that do -range and knockback could be fun.
I've always thought -range was a woefully underused mechanic/debuff. An enemy with attacks that do -range and knockback could be fun.
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An enemy that phases YOU (I.e. Wisp Overseers).
Taunters (Mentioned before)
Enemies that teleport you around.
Wormholes (Mentioned before)
Chain attacks (Chain Lightning)
Even Confuse. It's seen more activity lately, but Confuse used against players is really odd, since it's more of a Hold (Since, when you're Confused, you can just decide not to attack). In my opinion, Confuse should make you a) Follow a random teammate b) Cast abilities at random. That would make Confuse something worth avoiding.
I was doing some playthroughs of City of Heroes. Now they will serve as memories of a better time ...
There's some wonderfully exotic debuffs out there that seem to be shelved for -Def, -Res and -ToHit.
An enemy that phases YOU (I.e. Wisp Overseers). Taunters (Mentioned before) Enemies that teleport you around. Wormholes (Mentioned before) Chain attacks (Chain Lightning) Even Confuse. It's seen more activity lately, but Confuse used against players is really odd, since it's more of a Hold (Since, when you're Confused, you can just decide not to attack). In my opinion, Confuse should make you a) Follow a random teammate b) Cast abilities at random. That would make Confuse something worth avoiding. |
I think the main reason why they don't use tp foe is because they could get interrupted like we can
But if they got it; they would have "can't be interrupted" tp foe
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In the level 50 Villain morality mission, the one where you fight your clone, my Gravity Dominator's clone Wormhole'd me. It took me a bit by surprise.
In the level 50 Villain morality mission, the one where you fight your clone, my Gravity Dominator's clone Wormhole'd me. It took me a bit by surprise.
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No, really, I was Confused. That's my story and I'm sticking to it.
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I think the main reason why they don't use tp foe is because they could get interrupted like we can
But if they got it; they would have "can't be interrupted" tp foe |
Many spawns have things that can be interrupted, such as Rikti Communications spawns and Sky Raiders Engineers.
I think the main reason why they don't use tp foe is because they could get interrupted like we can
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Also CoH seems to stay away from powers that move the player (IE: There isn't much KB and what little there is can be negated with slotting or powers) and this can only be because the player base is easily frustrated.
TP for is great in theory, but it is pretty much a guaranteed kill if they get a squishy (Which they will). I have always liked the idea of the group being split up however, so a random selection of people in the group would be TP'd to each corner of the map and one group would have to work to the centre and deactivate the teleporter or this would keep happening and the mobs keep respawning.
Taunt is a great idea, and phase is underused, but primarily because the mechanics (IE: I am not sure 'target a different person each time' can be done) can make some fights too hard by taking the tank out for a long time (And anyone who has sat on the Atlas City Hall while the whole team is phased on the LRSF can say how annoying it can get).
They need some unkillable mobs too that will die the instant their 'tether' is killed (IE: A boss dies and his linked minions also die).
I like the Nemesis Vengeance, but that is too powerful imho, some kind of toned down version of that but giving a variety of different buffs would be good on some enemies, as would a mechanic where the person who got the last kill goes to the top of the aggro list for a 'linked' enemy (IE: Each group of 10 have 5 'pairs' of mobs, so if I kill one then their friend will aggro to me until taunted).
Another interesting power would be 'call for help' where one mob shouts and any other mobs within a certain area would get that mobs aggro list, and thus come running.
I am not sure the mechanics behind interesting things like this are in game however.
Edit: New suggestion would be the opposite of Vengeance, the person who killed the mob would get some kind of debuff such as -resistance from the mobs acid blood splashing onto them or something. Carnies do this kind of thing with the -end patches.
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I have always liked the idea of the group being split up however, so a random selection of people in the group would be TP'd to each corner of the map and one group would have to work to the centre and deactivate the teleporter or this would keep happening and the mobs keep respawning.
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Seriously, we need more NPC's using TP Foe it would ad a new interesting element to the game.
Giving some power boost and boost range would be cool too. For example new Knives of Vengeance giving them TP Foe should have been a no brainier. Is there some tech preventing this? For the record I would also enjoy being wormholed, as well. |
Also, NPCs are notoriously stupid about how they use their powers. How many times will the GMs get petitions because an NPC teleported someone into the map geometry?
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. |
Why should enemies be able to TP you when they'd just run away anyways?
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You donĀ“t even need to fight when you have foe tp
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It's worth noting that NPCs cannot use target location powers. Obviously they still get things like ice storm and force field generator, but they're only capable of targeting another actor or their own location. Thus, if an enemy were to target you with recall friend or teleport foe it would have to teleport you to its own exact position. Not only would this look stupid, for those of us who fondly remember Quake it would bring up serious questions about telefragging.
What comes to mind as a way to make this work is a new type of enemy that looks like a trap or prison of some sort, and upon being teleported into it you would be held there in some way. I would question the feasibility of getting that to work properly most of the time and also echo the concerns of others in this thread about the massive annoyance factor, especially if you ran into something like that while soloing.
It's worth noting that NPCs cannot use target location powers. Obviously they still get things like ice storm and force field generator, but they're only capable of targeting another actor or their own location. Thus, if an enemy were to target you with recall friend or teleport foe it would have to teleport you to its own exact position. Not only would this look stupid, for those of us who fondly remember Quake it would bring up serious questions about telefragging.
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If a foe had TP foe, it'd *HAVE* to be an immobile mob like a sniper or turret type foe. It would be too painful if the foe, for whatever reason, ran off further into the map. Since I don't think they're limited by 'targeting limitations' like us, not only can an NPC know exactly where you are from anywhere on the map (homing ambushes) but their non-need of line of sight for powers such as teleportation, they will surely use it the moment they have aggro and your character is within range. This can be from a fleeing foe somehow aggroing your character (toggle debuffs?) or the mentioned homing ambush. The subsequent TP into hall of awaiting foes would be more than unsettling.
What comes to mind as a way to make this work is a new type of enemy that looks like a trap or prison of some sort, and upon being teleported into it you would be held there in some way. I would question the feasibility of getting that to work properly most of the time and also echo the concerns of others in this thread about the massive annoyance factor, especially if you ran into something like that while soloing. |
Having a foe do something like that would be interesting but I can already hear myself complaining on my Blasters...and I rarely complain about anything being hard.
Seriously, we need more NPC's using TP Foe it would ad a new interesting element to the game.
Giving some power boost and boost range would be cool too. For example new Knives of Vengeance giving them TP Foe should have been a no brainier. Is there some tech preventing this? For the record I would also enjoy being wormholed, as well. |
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Seriously, we need more NPC's using TP Foe it would ad a new interesting element to the game.
Giving some power boost and boost range would be cool too.
For example new Knives of Vengeance giving them TP Foe should have been a no brainier. Is there some tech preventing this?
For the record I would also enjoy being wormholed, as well.