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Posted (edited)

Allow it to work while mezzed and break control effects/grant protection for it's buff duration. The tohit this power grants isn't really strong enough to overpower debuffs, and isn't something you'd generally be leaning on when using the power.

 

Being able to port into the middle of a pack and not get stunned? Now there's a tangible benefit to that which would make this power desirable, even without a LOTG.

 

 

 

 

 

 

Edited by ScarySai
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  • ScarySai changed the title to A way to make Combat Teleport better.
Posted
50 minutes ago, ScarySai said:

Allow it to work while mezzed and break control effects/grant protection for it's buff duration. The tohit this power grants isn't really strong enough to overpower debuffs, and isn't something you'd generally be leaning on when using the power.

 

Being able to port into the middle of a pack and not get stunned? Now there's a tangible benefit to that which would make this power desirable, even without a LOTG.

 

 

 

 

 

 

If you're teleporting into the middle of a pack, you should be playing a tanker, brute, sentinel, or other AT that already has mez protection.  I take combat teleport on almost every character I make.  In terms of combat utility, it's possibly the best movement power in the game, apart from fly/hover.  I think making it even better is not warranted.

Just one guy's opinion.

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Posted
1 hour ago, ScarySai said:

The tohit this power grants isn't really strong enough to overpower debuffs

Except for maybe defenders, doesn't it provide the same tohit buff as tactics, (albeit only for a few seconds)?

Posted (edited)
35 minutes ago, Triumphant said:

If you're teleporting into the middle of a pack, you should be playing a tanker, brute, sentinel, or other AT that already has mez protection.

 

Or I could teleport away from getting mezzed and it's a moot point. CJ and hover provide immob protection, CT doesn't do even that.

Edited by ScarySai
Posted

Status protection usable 3 times within a 6 second period and one of the lowest animation times short of 0?

 

I'm the only one who thinks that's a weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee bit overpowered?

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Get busy living... or get busy dying.  That's goddamn right.

Posted
1 hour ago, ScarySai said:

 

Or I could teleport away from getting mezzed and it's a moot point. CJ and hover provide immob protection, CT doesn't do even that.

Technically it does? No immobs in the game shut down any form of teleport.

Posted
19 minutes ago, Rudra said:

Technically it does? No immobs in the game shut down any form of teleport.

 

I can fly while immob'd, and yet, evasive still grants immob protection.

Posted (edited)
11 minutes ago, ScarySai said:
31 minutes ago, Rudra said:

Technically it does? No immobs in the game shut down any form of teleport.

 

I can fly while immob'd, and yet, evasive still grants immob protection.

You can fly while immobilized because you have a power effect granting immobilization protection. Land enough immobs on you and suddenly all you can do is hover in place. You can teleport all day long no matter how many immobs are placed on you.

 

(Edit: And you need Evasive Maneuvers to get that immob protection because Hover provides none.)

Edited by Rudra
Posted (edited)

Full mezz protection on a T1 power with fast recharge is kind of crazy. Mezz protection should be expensive if your AT doesn't come with an armor set (or certain support sets). If you're a squishy that does not fill either condition, you're supposed to get stunned. You've got a whole lot of strengths so here's one weakness to deal with. 

 

Something less OP'd would be to simply increase the duration and strength of the existing to-hit buff effect so it can actually be used to counter debuffs. That's really all the power needs, if it needs anything (it's already pretty good as it is even with the mostly ignorable buff effect). 

 

I could understand a small mag immobilize protection at most, similar to what Combat Jumping gives (and that kinda makes thematic sense too). But that's it. No protection to stuff like holds, stuns, or sleeps on something this easily accessible. 

Edited by FupDup
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Posted

Tohit just seems like such a strange effect for CT. Immob protection would be good enough in my book, though the active nature of the power vs passive says to me that it should be stronger when used right.

Posted

It's definitely weird and it was clearly shoehorned in to avoid giving us another LOTG mule power. But even with the weirdness, it's still a pretty good power. That's more than a lot of other pool powers can say...

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Posted
14 minutes ago, ScarySai said:

Tohit just seems like such a strange effect for CT. Immob protection would be good enough in my book, though the active nature of the power vs passive says to me that it should be stronger when used right.

How is ToHit a strange fit for Combat Teleport? You're teleporting to locations/positions your enemy is not prepared for the attack to come from. You can't apply a -DEF to a target just by moving, so you have a ToHit bonus instead, because you are catching your foe offguard and having an easier time landing hits because of it.

Posted

And I could just as easily justify +defense, or being able to slip out of any binding holding you down.

 

The tohit as it is, is useless.

Posted (edited)
5 minutes ago, Rudra said:

How is ToHit a strange fit for Combat Teleport? You're teleporting to locations/positions your enemy is not prepared for the attack to come from. You can't apply a -DEF to a target just by moving, so you have a ToHit bonus instead, because you are catching your foe offguard and having an easier time landing hits because of it.

Hypothetically, it wouldn't be -def to the enemy, it would be +def for the user. The logic would be that you move instantly to places the enemy isn't expecting so they have a hard time hitting you.

 

I'm not arguing that we should actually give the power a +def effect because it's already pretty gucci as it is, I'm just explaining the logic behind it. 

Edited by FupDup

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Posted
Just now, ScarySai said:

And I could just as easily justify +defense, or being able to slip out of any binding holding you down.

 

The tohit as it is, is useless.

I'm inclined to say +10% ToHit is not useless, but the point of my comment was why +ToHit makes sense. A brief +DEF would have also made sense, but I'm not worrying about what else would have made sense. And since it is a teleport, nothing can bind you in place because you just teleport away to wherever you want to go.

Posted
1 minute ago, FupDup said:

Hypothetically, it wouldn't be -def to the enemy, it would be +def for the user. The logic would be that you move instantly to places the enemy isn't expecting so they have a hard time hitting you. I'm not arguing that we should give the power a +def effect because it's already pretty gucci as it is, I'm just explaining the logic behind it. 

Yes and no. Enemies would have a hard time hitting you because you are teleporting around before they can retaliate, but they also can't muster a proper defense against you either. And since the game cannot mechanically apply a -DEF effect to your target(s) for not having affected them with anything, it instead grants a +ToHit.

Posted
19 minutes ago, FupDup said:

It's definitely weird and it was clearly shoehorned in to avoid giving us another LOTG mule power. But even with the weirdness, it's still a pretty good power. That's more than a lot of other pool powers can say...

It really isn't weird, though;  You have the element of surprise in that the enemies don't know where you'd appear, leaving them open to an attack from you.  A defense buff doesn't make sense because you are already untouchable during the actual teleport.  Once you reappear, you're just as vulnerable as you normally would be.

Posted

Just give it enhanceable +def and say it makes you hard to see due to temporal blurrs inacted by activation something something.  the lack of a Defense mule limits some alts like dark armor alts from taking teleport over superjumping here.

 

But, move Combat Teleport into that little popup tray and replace it with a new toggle called Ready to Go, Combat Teleport is in the popup tray.

 

Ready to Go gives you the traditional minor +defense other pool travel toggles do in addition to giving you +jump height(not speed) and the lore reason for this is:  Your time teleporting and blind teleporting has you ready for anything on the other side.  why the jump height?  well thats just to see where to put the reticle in some areas.

 

Maybe some other new mechanics can go with Ready to Go such as acc/rech boost on Teleport Target.  acc boost for enemies and rech boost for allies/pets.  Or some +range specifically designed for Teleport/Team Teleport

Posted
15 hours ago, Triumphant said:

If you're teleporting into the middle of a pack, you should be playing a tanker, brute, sentinel, or other AT that already has mez protection. 

I use Combat Teleport on several defenders and corruptors.

Posted
53 minutes ago, Uun said:

I use Combat Teleport on several defenders and corruptors.

 

I have a macro that ports me back 20 feet to make using cones easier, the to hit bonus is gravy.

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Posted
15 hours ago, Luminara said:

Status protection usable 3 times within a 6 second period and one of the lowest animation times short of 0?

 

I'm the only one who thinks that's a weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee bit overpowered?

Yes, it would be extremely overpowered.

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Posted
1 hour ago, Uun said:

I use Combat Teleport on several defenders and corruptors.

I also use it on a few Blasters, hehe, with Dual Pistols/Ninja; it is so fun.

Therefore I make sure I have the fighting pool OR other defenses

I slot sets for mez protection and KB protection. 

Typically no issues .

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