Azari Posted March 20 Posted March 20 Imagine, after you teleport you get a minor defense buff for a few seconds or so. Being able to put a LOTG global in the Teleport pool would be a game-changer for toon building. 2
Rudra Posted March 20 Posted March 20 Teleport grants no defense and is already the fastest movement power in the game. No. Especially just for the sake of having yet another place to slot another LotG proc. 2 2
Frozen Burn Posted March 20 Posted March 20 No. You are already untouchable after a teleport. There is no need for this. There are already a ton of other ways to slot LotG procs.
biostem Posted March 20 Posted March 20 Since the bonuses cap at 5 of the same type, what if, instead of giving teleport some defense to slot LotG, they added a teleport IO set that included a similar bonus with the exact same values, so you could get the bonus, they wouldn't need to muck about with the power, and you'd still be capped to 5 of the global recharge bonuses since they'd have identical buffs. 1
Rudra Posted March 20 Posted March 20 7 minutes ago, biostem said: Since the bonuses cap at 5 of the same type, what if, instead of giving teleport some defense to slot LotG, they added a teleport IO set that included a similar bonus with the exact same values, so you could get the bonus, they wouldn't need to muck about with the power, and you'd still be capped to 5 of the global recharge bonuses since they'd have identical buffs. Why? Just in pool powers, not patron powers or ancillary powers, we have 10 powers that can slot the proc.
Sunsette Posted March 20 Posted March 20 Teleport is an extremely strong pool right now, with four of its five powers worthy of contention on many builds. Fold Space is a game changer for mob control, teleport can (barely) beat out fully invested fly in straight line speed for much less effort, combat teleport is transformative for combat movement and the +5 hit bonus on demand is actually pretty useful while leveling if you know to use it against slippery enemies. Teleport target is incredibly useful for speed runs and for safe revivals in hard mode fights. I understand the reason for the request, but there's actually a good chance that allowing defense slots in teleport might make it the most powerful pool in the game by a lot. 1 Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting!
Saiyajinzoningen Posted March 20 Posted March 20 I'd rather see a mega range IO so i can teleport across IP in less than an hour 2 1 Its easy to criticize a suggestion but can you suggest an alternative?
lemming Posted March 20 Posted March 20 4 hours ago, Saiyajinzoningen said: I'd rather see a mega range IO so i can teleport across IP in less than an hour It's incredibly fast right now with a couple IOs, though you can cut some time off by using the tram since that's an instant ride. I'm a fan of four slotted Warp. 1
Player2 Posted March 20 Posted March 20 I'd rather have the ability to teleport to map coordinates (set pinpoint or user defined) within your range than have another defense power. Would be really useful to teleport back away from a group to a safe spot without having to teleport past and then around walls... just boom, right to it. And if you try to set a location too far away, the attempt just fails.
Sunsette Posted March 20 Posted March 20 4 minutes ago, Player2 said: I'd rather have the ability to teleport to map coordinates (set pinpoint or user defined) within your range than have another defense power. Would be really useful to teleport back away from a group to a safe spot without having to teleport past and then around walls... just boom, right to it. As cool as this would be, given how bad the pathfinding AI and collision detection already are, I suspect it would be nearly impossible to implement in a way that isn't just fodder for game-breaking glitches. 1 Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting!
Azari Posted March 20 Author Posted March 20 5 hours ago, kelika2 said: combat teleport sure. never did like the tohit part Yeah exactly. +Tohit for combat TP doesnt even make thematic sense.
Sunsette Posted March 20 Posted March 20 5 minutes ago, Azari said: Yeah exactly. +Tohit for combat TP doesnt even make thematic sense. *teleports behind u* nothin personnel.... kid *kicks u* --- Sticking to western comics I am pretty confident I've seen Nightcrawler use teleport to get the surprise on someone often, too. Conceptually, yeah, defense for CT makes sense (even though it's fraught balance-wise) but so does +to hit. 1 1 Sundered Marches: The Website | The Official Soundtrack! | The Campaign Setting!
sbloyd Posted March 20 Posted March 20 I'd much rather keep Untouchable than risk losing it for a +DEF buff. Being able to soak an alpha strike with basically no risk is superpowerful. 1 Horizon Twilight, The Chernobyl Effect, XLR Mk8, Dodgeball, and a host of other alts all hanging out on Everlasting.
SeraphimKensai Posted March 20 Posted March 20 (edited) Combat Teleport absolutely makes sense to have +tohit see the above video of Nightcrawler getting the drop on everyone. I don't think TP needs to slot a LoTG. It's already the fastest moment power in the game, and in the hands of competent players with teleport binds, can be absolutely clutch for teams given the temporary untouchable aspect. Edited March 20 by SeraphimKensai 1 1
lemming Posted March 20 Posted March 20 1 hour ago, Player2 said: I'd rather have the ability to teleport to map coordinates (set pinpoint or user defined) within your range than have another defense power. Would be really useful to teleport back away from a group to a safe spot without having to teleport past and then around walls... just boom, right to it. And if you try to set a location too far away, the attempt just fails. I'd love a waypoint system where you set a location (probably by actually visiting it) and can teleport there from anywhere. 1
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