teleport needs redone
Really, I know it is "just a travel power" but IMO all the travel powers should have attack tactics that go with them. Flying super punch, TP stealth attacks, super speed/evasive pummeling, super jump surprise ground pounding AOE, you know COMIC BOOK STUFF!!
To me, this is the biggest failing of "travel powers". While the sensation of flight is awsome of itself, its what heroes and villains in the movies and books do while flying or teleporting that makes you say "awsome". Entire comic characters were built around travel powers and attacks or other deeds, done with them. Imagine this: You have fly toggled on. This enables a power to use with fly. While fly is active, you can target an enemy and perform a "flying punch" that will launch you at the enemy, fist extended, and do heavy dmg. Recharge: long or You have TP. Target a foe, and a power is enabled. "TP attack" By clicking this power, it will "que up" with a orange circle. Clicking any one of your attack powers will then TP you to the spot directly on the other side of targeted foe, and perform the attack you selected. (yes this is sort of possible now, but the UI is dreadful and difficult to use and the long animation is killer to try to do it in combat) recharge: fast (dmg dealt mostly dependent on your normal attack powers anyway) These kind of things are possible now with the tech they have, though there would be some effort involved to get it in game. |
"Comics, you're not a Mastermind...you're an Overlord!"
Yes please! No pause! Just because I teleport doesn't mean I should hover there, unable to really move. :/
Also faster animation for it! Takes forever!
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Teleport is the fastest travel by far in a straight line with the slightest of range boosting in it. Ok maybe afterburner makes it not by far now. I have a +range/-end Io in it and can barely make out whats at the end of the cursor. Rotating the camera more than your screen width slows it down some. Stupid non square war walls
The endurance is ok now. I mean reducing is nice for an SO only build with just the default slot I guess. On Io's its only possibly prohibitive in the shadow shard. I don't use toggles however.
The animation (and I use the warshade version) is what really gets me. Unless your randomly clicking in front of you (with a bind like shift+lclick) I find my self falling while doing the animation. you port to where you clicked however. Even if you hit the ground.
Which bring me to the second most annoying bug in the game (the first is Mastermind henchmen who just don't do anything). When you teleporting to a mission while on a team and some recall friends you.
You can be across the zone hitting your bind to get to the mission, then get recall friend'ed to the mission door, and then you will port all the way back to where you last clicked your bind. You know since you were porting there while traveling on the other side of the zone. You need to hit the ground and ask for the recall again. If it was ATT well you might as well continue traveling.
Doesn't happen to often but annoys me to no end.
I always wanted to be able to have the ability to click on the mini map and teleport there. It can take the endurance of a straight line travel but use maybe 1 LRT/Shadow slip animation. Useable only outdoors not in missions.
I love LRT/shadow slip though. I know unified trains minimize it. Additionally why aren't the hazards zones on the list of destinations? If you can build a base teleporter there I should be able to get there using shadow slip.
I would say that TP needs to have its end cost reduced, its cast time reduced and perhaps a shorter range to maintain similar straightline speed while increasing its ability to be functional in non-straight-line movement. All TP powers need their cast times reduced, and most need recharge time reductions as well.
Also, it would be nice to have an attack and/or mitigation power in the set as well. The team teleport and teleport foe are fairly useless as TP foe only works in lower levels and causes aggro, while team TP should be like Assemble the team but isn't.
Here is my rethink:
TP Allies (summon all teammates to target location)
TP (Decrease end cost, cast time and range, 1s hover no -spd)
Transdimensional field (Smash/Lethal res, think Vampire Hunter D warping of spacetime)
In and out (Targeted AoE, TP to targetted group of enemies, kicks and punches, TP back to point of origin)
Long range TP (decrease cast time and end cost)
i don't know about anyone else, but CoH's teleport is very underwhelming and somewhat difficult to manage. IMO it would be awesome if the Devs could make teleport fuction the way Champion's Online does.
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Please fix!
Yeah, some work on Teleport would be good. Just to make it a little less annoying and more useful. The first four toons I made all had a different travel power. I by far like the Teleport the least, I often end up using the hover Board or Ninja Run.
The only thing I hate about Teleport is the lack of freedom to teleport where you want to. My idea to fix that would be to be able to set multiple waypoints in the game(normally done by right-clicking on the map).
The idea would be to where you can set maybe like 50 or so total waypoints, and willingly choose which waypoint to teleport to when you activate the power. Any waypoints set in missions will automatically be deleted once the mission is complete.
To choose a teleportation location, you will be asked to type the number of the waypoint you wish to go to. Since the max possible number will be a two-digit number, that shouldn't put too much of a strain on resources or teleporting speed.
EX: Set a waypoint at -100, 40, 560 in Steel Canyon; Waypoint #01.
You are fighting some Outcasts near the train and you are getting your butt kicked, so you hit teleport and then press "0, 1". You are then teleported to -110, 40, 560 in Steel Canyon.
EDIT: Basically this would be like the AE testing teleport. The system knows where the specific points are on the map, and when you hit the "teleport to next 'whatever'" buttons, they bring you to that point on the map.
"There's no magic formula that's guaranteed to make us produce a universally loved item each and every week, hell some people even poo pooed Street Justice." --Zwillinger
The entire Teleportation pool, like most pools, needs work. First of all, there is no reason to pick this pool outside of concept. All other travel power pools offer powers that improve your toon's performance, with Speed offering a semi-staple power and a ridiculously improved version of Stealth, which can even be turned into an invisibility power. That's ridiculous.
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2. The Teleportation pool takes 4 BOTZ sets, and provides 4 possible spots for a 20% Slow Resistance.
3. Teleport is useful for getting past high perception mobs like Rikti Drones.
4. The hover is necessary in case you just have a little bit of lag- It can mean the difference between falling hundreds of feet and having an extra second to que your next teleport.
5. Teleport is a godsend for Stone Armor players.
I am not sure whether or not it would be a copyright infringement to work the same way as CO's does. However I would love to target something and teleport to it, knock it out and target something else, teleport to it and knock it out as well as the current option. This will give a nightcrawler feel to it.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
1. Teleport is the fastest travel power in the game.
2. The Teleportation pool takes 4 BOTZ sets, and provides 4 possible spots for a 20% Slow Resistance. 3. Teleport is useful for getting past high perception mobs like Rikti Drones. 4. The hover is necessary in case you just have a little bit of lag- It can mean the difference between falling hundreds of feet and having an extra second to que your next teleport. 5. Teleport is a godsend for Stone Armor players. |
Lies. All of these.
Teleport needs redone.
Which bring me to the second most annoying bug in the game (the first is Mastermind henchmen who just don't do anything). When you teleporting to a mission while on a team and some recall friends you.
You can be across the zone hitting your bind to get to the mission, then get recall friend'ed to the mission door, and then you will port all the way back to where you last clicked your bind. You know since you were porting there while traveling on the other side of the zone. You need to hit the ground and ask for the recall again. If it was ATT well you might as well continue traveling. |
1. Teleport is the fastest travel power in the game.
2. The Teleportation pool takes 4 BOTZ sets, and provides 4 possible spots for a 20% Slow Resistance. 3. Teleport is useful for getting past high perception mobs like Rikti Drones. 4. The hover is necessary in case you just have a little bit of lag- It can mean the difference between falling hundreds of feet and having an extra second to que your next teleport. 5. Teleport is a godsend for Stone Armor players. |
All of the above.
First character I made was a 'porter. I have yet to understand why people have such issues with it. Even without binds, having it somewhere so you just go, say, 0-click-0-click isn't that hard.
And team teleport with a group ready to sap/PBAOE is just amusing to no end. It makes Lightning Rod look like Brawl's weaker cousin.
I always pictured teleport as a power similar to what we have, but with much longer range. Something like Shadowslip in WS powers, but with capability to make it anywhere in a given zone, and perhaps an option in the pool for a power like shadowslip to TP to predesignated points in other zones. The activation time is a bit long, and I can understand it partly, but it would be nice to have something that would allow you to TP anywhere in the zone via minimap.
I also think the endurance cost is a bit extravagant. I for one am not from the school of thought that it is necessary to waste precious slots on a travel power above and beyond a LotG +rech or perhaps a slow resists or -kb IO or +stealth in the given slot that comes with it. Anything more than a 1 slot wonder makes a travel power something I lament and avoid totally.
For this reason, both toons I took TP on that were not WS toons I respec'ed out of it after trying it both times and I took SJ or Fly and was much happier. I would very much like the idea of having TP be something more along the lines of a zonewide one shot wonder and that would alleviate endurance issues and any gripes I had with it. Built in hover doesn't bother me nearly as much as the power itself being something wonky and limited range.
On my WS I find them situationally useful like Shadowslip, and Dwarf Step, but any long term traveling I still use either ninja run or Nova form (to fly) inside a zone.
Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22
And team teleport with a group ready to sap/PBAOE is just amusing to no end. It makes Lightning Rod look like Brawl's weaker cousin. |
1.) Teleport into mob>Drain Psyche.
2.) Teleport into mob>Soul Drain>Teleport out on a squishy.
3.) Shadow Step into mob, Eclipse, Mires, mob-begone->Repeat
4.) Pull mobs aggro away from a glowie>Immob/stun them>TP back to glowie>Mission complete.
This list could go on forever.
Even regular TP is invaluable in combat scenarios.
1.) Teleport into mob>Drain Psyche. 2.) Teleport into mob>Soul Drain>Teleport out on a squishy. 3.) Shadow Step into mob, Eclipse, Mires, mob-begone->Repeat 4.) Pull mobs aggro away from a glowie>Immob/stun them>TP back to glowie>Mission complete. This list could go on forever. |
You may have the strangest sense of powerset evaluation of anyone on the forums. I don't mean that as an insult. But your taste is definitely idiosyncratic if nothing else.
To the playerbase as a whole, I tend to think Teleport stands way down the list. It's a travel power that is slot hungry. That's an instant fail in my book.
Anyway why are you teleporting when you could just super speed in invisibly?
I am not sure whether or not it would be a copyright infringement to work the same way as CO's does. However I would love to target something and teleport to it, knock it out and target something else, teleport to it and knock it out as well as the current option. This will give a nightcrawler feel to it.
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See, the true ideal for the power would be if the game slowed down to a crawl while the teleporter used the ability, giving them ample time to choose where they are going. But that can't work in an MMO - or at least, I can't see how that would work.
The only way I can see to improve TP in the meantime is a faster cast time. (Really, that was what killed TP for me, more than anything else. I direct my next jump, but I still hit the ground before the teleport would activate. I don't want to have to take Hover on a 'Porter, dang it!) I'd also appreciate an animation that was less... bright... but that's a cosmetic issue, and up there with wanting alternate animations for the Pool Powers.
-This Space Intentionally Left Blank.-
You may have the strangest sense of powerset evaluation of anyone on the forums. I don't mean that as an insult. But your taste is definitely idiosyncratic if nothing else.
To the playerbase as a whole, I tend to think Teleport stands way down the list. It's a travel power that is slot hungry. That's an instant fail in my book. Anyway why are you teleporting when you could just super speed in invisibly? |
1.) It's the fastest travel power in the game.
Was one of those reasons.
My main is a Warshade so that's taught me to appreciate the pro's of teleport.
TP vs: SS in combat scenarios...
Aside from the obvious 'can get to the mission faster.'
Multi-level maps (see: office maps, etc.) You can TP up a level and sink into mobs, and probably clear an entire spawn in the time it would take SS to get up the stairs.
Can get down hallways faster and engage (and/or kill) mobs before SS.
Also: No toggling on or off, just click and go for TP vs. SS. It might only seem like a second, but those seconds add up.
To the playerbase as a whole, I tend to think Teleport stands way down the list. It's a travel power that is slot hungry. That's an instant fail in my book.
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Anyway why are you teleporting when you could just super speed in invisibly? |
Last but not least: free for Warshades.
Edit: And 100% agreement on the "no need to toggle" point. It might, at times, be END hungry on the way - but you can't forget to turn it off or think you switched t something else, or have it running and burning end because you landed in a group of mobs and decided to fight.
No, teleport in that game is awful, no need to break ours to work like that. Maybe a 'phasing' travel power as an additional option for those who really want it, since it's not teleport.
The biggest problem with teleport IMO is the long activation. Second biggest is the forced hover (which can be useful when you want it, but annoying when you don't). If the animation were sped up, and there were a way to break out of the hover -- or disable it altogether by talking to Null the Gull even -- I would be a very happy camper. |
But other then that Teleport is lacking as some have mentioned. As much as Teleport in C.O. is nice PvE it is very bad in PvP and by bad I mean very exploitable.
Personally the only time I had Teleport is on my Robot FF which I used when PvP when first came out and Raids were around. Basically had TP Foe and several holds from mace mastery that I would just spam on players as the robots attacked. Those days are long gone with all the changes in the game since then. Respeced out for super speed.
But honestly if you need to get up that flight of stairs that fast and want to beat me out to kill a bunch of mobs by all means be my guest. I'm still going to get the same experience / INF / Tickets you do for the kills, along with the same chance for drops.
Beyond a straight line and getting up to stairs I have no issues with my Jet pack, Steam pack, rocket board ( well last choice honestly ), jump pack, Ninja run, beast run and finally hover / fly getting up there. Further CAVE MISSIONS makes teleport useless beyond that cone shaped cave at the end of some of those missions where the boss is on the top level. If not useless at least very limited.
But beyond Rikti drones which the only mob I can think of off the top of my head atm my super speed and sprint with Stealth IO has no issues running by mobs especially with I am defense capped in one way shape or form with all my toons whether it be ranged or fully. Cave missions jet pack and super speed with stealth IO afford the same stealth with control.
On my AR Device I can say the same things. I can toss a Smoke grenade to blind Rikti drones for everyone that has Super speed with stealth IO.
It is one of the least used powers I see on Freedom server at least. Assuming we are not going to bring in temps or vet powers. If anything Assemble team and mission teleport are the most 2 used powers I see that are TP based.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I like Teleport.
A lot.
Too much, probably.
Way too much.
That said, I'd have no problem if they lowered the end cost and shortened the animation time.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Great Ideas in this thread! I think I only took Teleport on my Arch/Nrg Blaster because Boost Range + Teleport is Coconuts.
I'd personally like to see a reduction in the animation time, that'd make it a great power for me.
I don't like the way the hover works for some of my characters, but I think it might be a somewhat necessary evil, probably fixable with a new mechanic, but probably not a priority for the investment of design time to fix it.
The end cost... meh. don't really care.
The cake is a lie! The cake is a lie!
See previous pros to TP.
1.) It's the fastest travel power in the game. Was one of those reasons. My main is a Warshade so that's taught me to appreciate the pro's of teleport. TP vs: SS in combat scenarios... Aside from the obvious 'can get to the mission faster.' Multi-level maps (see: office maps, etc.) You can TP up a level and sink into mobs, and probably clear an entire spawn in the time it would take SS to get up the stairs. Can get down hallways faster and engage (and/or kill) mobs before SS. Also: No toggling on or off, just click and go for TP vs. SS. It might only seem like a second, but those seconds add up. |
You mention vertical travel, you do know there are more then enough temp powers to cover that hole. When it only costs a measly 10000 inf. The fraction of a second to toggle on and off and the time move is about the same as as TPing and dealing with the forced immob hover, and the control is a lot better
The moving down the hallways is funny though, yeah you get there slightly faster, but tping is so much more prone to over and under shooting your target. Remember in short distances the animation time and hover time work against tp.
On topic, yeah TP needs some work, there is no need for a lvl 4 character to be out of end half way through a zone. If the devs want to limit TP for combat they could make it apply a short term buff that costs extra end on the next offensive power. That way people can travel before so's and it would work the same as before for combat. Also the hover needs to end when you try to move, it needs some sort of cancel since it stops people from using some powers.
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