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Posted (edited)

Here's how you repair the teleport power pool:

 

1. Recall Friend/Foe: Combine Recall Friend and Teleport Foe into one and functions based on who is being targeted.

2. Baleful Teleport: A Lethal Damage Snipe (doesn't become instant cast when used in combat).

3. Teleport, except you hover for 20 seconds and fall instantly on movement.

4. Group Teleport teleports your team to your location *from any location*. May not be applicable *in missions*.. but maybe?

5. Long Distance Teleport operates as it does currently but also optionally teleports you to mission.

Edited by Abysmalyxia
  • Like 3
Posted

Not that your ideas are ridiculously bad but I think I missed your opinion on how teleport is broken.

  • Like 1

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

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Posted
3 minutes ago, Troo said:

Not that your ideas are ridiculously bad but I think I missed your opinion on how teleport is broken.

That's because the OP isn't very good at making arguments ... only at arguing.

  • Like 3
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Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.

Posted (edited)
25 minutes ago, Troo said:

Not that your ideas are ridiculously bad but I think I missed your opinion on how teleport is broken.

Ok, I will Bite:

I refuse to take teleport as a travel power.  Period.

Why?  Because it is janky and disjointed as hell and my travel powers should NOT require ridiculous levels of continuous micromanaging to get anywhere.

Flight, Super Speed and Super Jump are all smooth.  They feel dynamic and responsive. Sure, you still require course adjustment and such as you move along, but it doesn't FEEL like you are deliberately micromanaging the movement.  Teleport does. ALL THE TIME.  Most importantly, they don't basically REQUIRE you to keybind a macro for them simply to make them passably functional by reducing their application from click spam to somewhat LESS click spam.

Add to this that the END cost of Teleport is crazy compared to the rest of the Travel Powers, and it makes it even worse.   For example, with fly, I can pop myself in the south end of independence port, and "auto run" all the way to the north end, and end up banging in to the war walls with exactly as much END as i started with.  Teleport?  Half way across the zone I run out of END long after the dude with fly has left me in the dust.  (this is based off of the handful of hours worth of time I spent with TP on my Stalker because I wanted to play around with Recall Friend.  Ditched that crap and went back to Fly as fast as i could, and just bit the bullet and paid for ATT instead).

 

I get it.  It's a neat ability, and fits the super hero theme of the game, but it honestly should NEVER have been a "Long Range" travel power analogous to Fly/SS/SJ.  It should have been a "point warp" style analog to Hover/Combat Jumping for short range mobility.

Edited by SurfD
  • Like 3
Posted (edited)
2 hours ago, SurfD said:

I refuse to take teleport as a travel power.  Period.

Why?  Because it is janky and disjointed as hell and my travel powers should NOT require ridiculous levels of continuous micromanaging to get anywhere.

Add to this that the END cost of Teleport is crazy compared to the rest of the Travel Powers, and it makes it even worse.

At higher levels endurance is manageable, but it could use some love (reduce endurance cost and animation times), but ut is functional. It is also nice to not have to detoggle.

Edited by Zepp

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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Posted

I think my proposal would work better. However, I am open to dropping the attack in favor of Group TP.

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted
13 hours ago, Abysmalyxia said:

Here's how you repair the teleport power pool:

 

1. Recall Friend/Foe: Combine Recall Friend and Teleport Foe into one and functions based on who is being targeted.

2. Baleful Teleport: A Lethal Damage Snipe (doesn't become instant cast when used in combat).

3. Teleport, except you hover for 20 seconds and fall instantly on movement.

4. Group Teleport teleports your team to your location.

5. Long Distance Teleport operates as it does currently but also optionally teleports you to mission.

I'm always up for a change to a pool that is 4/5ths unneeded and often unwanted "utility" and 1 travel power that is famously unfriendly to users.  That said, I don't really like your Group Teleport. It's just a QoL upgrade to the t1 Recall Other.

12 hours ago, Redlynne said:

That's because the OP isn't very good at making arguments ... only at arguing.

Based on literally nothing said in this thread. Maybe don't drag your grudges from thread to thread?

  • Like 1
Posted
5 hours ago, Replacement said:

I'm always up for a change to a pool that is 4/5ths unneeded and often unwanted "utility" and 1 travel power that is famously unfriendly to users.  That said, I don't really like your Group Teleport. It's just a QoL upgrade to the t1 Recall Other.

Based on literally nothing said in this thread. Maybe don't drag your grudges from thread to thread?

I wasn't restricting it to the same zone. I'll edit that for clarification. I was thinking the ability to teleport anyone from anywhere to your location.

  • Like 1
Posted

I would like to see Recall Friend and Teleport Foe merged.  

But rather than a Snipe (why a snipe?), I think something like https://paragonwiki.com/wiki/Martial_Combat#Burst_of_Speed would make sense as an Attack Power for the teleport set. 

 

Alternately, just remove Long Range Teleport entirely for a teleport attack like Burst of Speed, because really, until and unless base-teleport-by-macro is 100% removed from the game, no one is going to take Long Range Teleport. Why spend THREE power selections to get a power that you can beat by base-porting by MACRO, and from the base port to nearly every location in the game? 

 

And I don't think the HC devs have expressed much interest in removing the base teleport macro. They are quite aware of how many have come to rely on that.  

  • Like 1
Posted
On 5/9/2020 at 8:44 PM, Abysmalyxia said:

Here's how you repair the teleport power pool:

 

1. Recall Friend/Foe: Combine Recall Friend and Teleport Foe into one and functions based on who is being targeted.

2. Baleful Teleport: A Lethal Damage Snipe (doesn't become instant cast when used in combat).

3. Teleport, except you hover for 20 seconds and fall instantly on movement.

4. Group Teleport teleports your team to your location *from any location*. May not be applicable *in missions*.. but maybe?

5. Long Distance Teleport operates as it does currently but also optionally teleports you to mission.

Big thing, MAIN thing for teleport though, is it needs to cast in .5 seconds or less, and have less end cost. Basically like jaunt but no recharge. If it could also be coded to not hover at all if placed on a ground location (it might do that but been a while).

  • Like 2
Posted
On 5/9/2020 at 8:44 PM, Abysmalyxia said:

1. Recall Friend/Foe: Combine Recall Friend and Teleport Foe into one and functions based on who is being targeted.

This would make Recall Foe too powerful, you could teleport a foe across a city map.Too easy for bad actors to grief players by teleporting high level foes from across the map right into their melee attack.

Posted

I propose having a deployable portal from point A to Point B on the map your teammates could use.

Ex) Place a portal at the entrance of a map. Place another at the end of the map as the link. The link could last X Minutes before expiring. Escort mission: Piece of cake!

 

To comment on Recall Foe across maps, that would not be possible outside of clip-range because you drop target. If the Teleport had the option of Friendly or Foe and you are trying to assist a player how could you distinguish between the two options in 1 ability? In it's current state you could possible assist a team-mate and use Teleport Foe because it's not intended to pull a player at all.

  • Like 1
Posted

This is what Abysmalaxia actually thinks of the game. Please don't be dragged in.

  • Thanks 1

Homecoming Wiki  - please use it (because it reflects the game in 2020 not 2012) and edit it (because there is lots to do)

Things to do in City of Heroes, sorted by level.   Things to do in City of Villains, sorted by level.   Things only Incarnates can do in City of X.

Why were you kicked from your cross-alignment team? A guide.   A starting alignment flowchart  Travel power opinions

Get rid of the sidekick level malus and the 5-level exemplar power grace.

Posted
56 minutes ago, thunderforce said:

This is what Abysmalaxia actually thinks of the game. Please don't be dragged in.

The thread has been nuked.  What did it say?

Posted
22 hours ago, Nayeh said:

To comment on Recall Foe across maps, that would not be possible outside of clip-range because you drop target. If the Teleport had the option of Friendly or Foe and you are trying to assist a player how could you distinguish between the two options in 1 ability? In it's current state you could possible assist a team-mate and use Teleport Foe because it's not intended to pull a player at all.

Enflame...

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted
On 5/15/2020 at 6:11 PM, drdread said:

This would make Recall Foe too powerful, you could teleport a foe across a city map.Too easy for bad actors to grief players by teleporting high level foes from across the map right into their melee attack.

You realize that when a power is used against a foe and when it's used against an enemy it can have two seperate effects, right? I'm not making fun, you might not be aware. The goal here is to maintain the power "as is" just differentiating based on who is being targeted.

Posted
12 hours ago, thunderforce said:

This is what Abysmalaxia actually thinks of the game. Please don't be dragged in.

No one cares that the OP said something dumb about the game because he has a point in this thread which needs to be discussed.

 

Fanboys are worse for COH than haters.

Posted (edited)
On 5/10/2020 at 9:44 AM, Abysmalyxia said:

Here's how you repair the teleport power pool:

 

1. Recall Friend/Foe: Combine Recall Friend and Teleport Foe into one and functions based on who is being targeted.

2. Baleful Teleport: A Lethal Damage Snipe (doesn't become instant cast when used in combat).

3. Teleport, except you hover for 20 seconds and fall instantly on movement.

4. Group Teleport teleports your team to your location *from any location*. May not be applicable *in missions*.. but maybe?

5. Long Distance Teleport operates as it does currently but also optionally teleports you to mission.

Counter-proposal:

 

T1a: Recall: Can target ally or enemy, brings target to caster, never causes in-game aggro. Cast time around 3s (no interrupt), recharge around 4s. (Requires level 4, no pool investment)

T1b: Tactical Teleport: Range= 30', +Def (all [equivalent to Combat Jump]), +Res(Teleportation) duration 60s. Uses Jaunt animation. Recharge around 3-5s. (Requires level 4, no pool investment)

T1c: Group Teleport: Reduction in current Teleport endurance cost and animation time. Hover tar is 6s and cancelled by movement. Affects self, team, & pets within 30' range. (Requires level 4, no pool investment)

T2: Long-Range Teleport: Expand the number of choices to include most zones and current mission. Reduction in cast time by about 50%. (Requires level 14, 1 pool power investment)

T3: Teleport Assault: Chain attack (up to 10 targets). -Def, 50% chance for Mag 3 Fear, 10% chance for Mag 5 fear. Damage scale equivalent to T7 primary pool TAoE power. (Requires level 20, 2 pool powers investment)

Thanks to @Replacement, @GM Sijin, @General Idiot, @Cooltastic, & @Greycat for input into this proposal.
 

Main features:

  • Combination of Recall Friend & Teleport Foe.
  • Combination of Teleport & Group Teleport.
  • Addition of defensive teleport.
  • Addition of teleport-based attack that is unique and interesting.
  • Making LRTP more versatile.
  • Based on input from a group of active forum posters.
Edited by Zepp

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

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