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Posted

There is no shortage of media where empowered individuals are able to combine their abilities to move something too heavy or powerful for one of them to move by themselves & TP foe should be no different

 

If tp foe hits but the foe is not TP'd the effect should remain for like 5 seconds until it expires or a successful teleport attempt occurs.

 

I'd say 2 players should be able to TP a Boss, 4 for an EB, 6 for an AV, 8 for a GM

Posted
17 minutes ago, Saiyajinzoningen said:

 

would the bosses be immune to teleport afterwards or could teams just port foes around like ping pong balls?

 

I'd rig it as each TP reduces TP protection by X amount (4 to allow bosses to be tp'd in one cast).  A successful TP clears all stacks but does not grant further protection/resistance.  

Posted (edited)
3 hours ago, Greycat said:

"How to grief other players...."

 

Yeah, it's the cynic in me, and no, I don't think that's the OP's intent. I just don't trust human nature enough to not see that as the result.

Bad actors can already "train" lowbies & AFKs but you have a point so i propose the following: 

 

-Apply considerable Taunt on the target of a successful combined TP Foe to those who performed said TP Foe in a typical PVE zone

 

-Limit Tauntless TP Foe-ing Bosses & above to instanced maps & PVP zones

 

 

5 hours ago, Saiyajinzoningen said:

 

would the bosses be immune to teleport afterwards or could teams just port foes around like ping pong balls?

 

 

The latter i guess, tp foe isn't strong enough to require such restrictions imo 

Edit: For a restriction make a TP'd foe immune to falling damage, maybe give a non-stackable -regen &/or -res effect instead 

Edited by Chance Jackson

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