dukedukes Posted June 14 Posted June 14 (edited) This power has great utility for TP'ing teammates but I never see the TP foe part of this power be relevant. There's times where I wouldn't mind TP'ing a single enemy where I want them and would use this power, unfortunately it will simply fail in most cases. This power has some cost in its use, it has a 2 sec interrupt time (enhanceable) and a 3 sec activation time with an accuracy check. So you may two slot this power if you intend on using the enemy TP part of this power heavily. At minimum it would be great to see this power be capable of TP'ing +3 LT's consistently. Being capable of TP'ing bosses would make it much more useful. Fold Space and Wormhole have a TP magnitude of 4.1, which can TP which can TP everything but bosses at +3, and are AOE. I don't see why a single target enemy TP is so weak. Why have this enemy component at all on Teleport Target if it's so weak? Edited June 15 by dukedukes correction from replies about TP mag 1 3
Forager Posted June 14 Posted June 14 Heartily seconded! When the circumstances arise, I always try it... even though I know it will let me down. The D Squad Arc ID: 68066 Content for Ex-criminals following Blue Spectrum and Officer Daniels after Galaxy City These Ain't Your Daddy's Skulls! Arc ID: 68427 (A Playtest Arc for a Complete redesign of The Skulls)
Uun Posted June 14 Posted June 14 Lieutenants have mag -2 teleport protection. Teleport Target is mag 2.1, so it will only work on a +0 or lower lieutenant. Against higher level foes the Purple Patch kicks in (your powers are 90% effective against +1s, 80% effective against +2s, 65% effective against +3s and 48% effective against +4s). In order for Teleport Target to work against +3 lieutenants, the magnitude needs to be increased to at least 3.1 (which would also make it effective against +0 bosses). I suspect that the reluctance to making this power stronger is due to it being available at lvl 1. Uuniverse
Psyonico Posted June 14 Posted June 14 Fold space requires 3 power picks to get and wormhole requires a specific powerset to be chosen, so I can see those having a higher magnitude than Teleport Target. i do think it should either be bumped up to mag 3 teleport OR have the taunt portion removed. What this team needs is more Defenders
lemming Posted June 14 Posted June 14 I wouldn't mind it being a bit stronger, but it works well as a pull mechanism as is. 1
TheMoneyMaker Posted June 15 Posted June 15 7 hours ago, lemming said: I wouldn't mind it being a bit stronger, but it works well as a pull mechanism as is. You mean as a single target taunt? Because that's what ends up happening sometimes. But that isn't what the power is supposed to be. 1 COH Music: Origins & Archtypes, Heroes & Villains, Croatoa, Nemesis
lemming Posted June 15 Posted June 15 1 hour ago, TheMoneyMaker said: You mean as a single target taunt? Because that's what ends up happening sometimes. But that isn't what the power is supposed to be. It's a targetted attack which can be a single pull. A fire blast has a main purpose doing damage, but anything that aggros can pull.
TheMoneyMaker Posted June 15 Posted June 15 It says teleport, so it should either teleport the target or fail. How does the target know to come to individual that tried to teleport them? Does it instill knowledge of the teleporter's location or somehow they just know where they were going to be teleported to, but they chose to resist and then run over there to investigate. Seriously, I would rather it did not work as a pull mechanism when the teleport fails because it just comes off as a blatantly stupid "this works because we need it to" effect. COH Music: Origins & Archtypes, Heroes & Villains, Croatoa, Nemesis
Psyonico Posted June 15 Posted June 15 1 hour ago, lemming said: It's a targetted attack which can be a single pull. A fire blast has a main purpose doing damage, but anything that aggros can pull. I think @TheMoneyMaker is specifically referring to the taunt flag in Teleport Target when targeting an enemy. https://cod.uberguy.net/html/power.html?power=redirects.pool_teleportation.teleport_foe specifically the section that says Create Entity (level 50, priority 'PL_StaticObject') (all affected targets) for 1s ● Entity Pets_TPFoeTaunt That does 2000% taunt to NPCs What this team needs is more Defenders
tidge Posted June 15 Posted June 15 The Teleportation pool is in a really good place right now... of the original 4 travel pools, it has IMO received the best rework and would be at the bottom of the list for changes. Having written that, the one "under-the-hood" change I think might make sense (but would require serious rework) would be: *If* an enemy critter has TP resistance that prevents them from being yoinked, those critters get a short reduction in TP resistance so that a second yoink could grab them... sort of like how controls can be stacked. Personally, I wouldn't expect such a change... but I don't expect any changes to the way Teleport powers affect critters except possibly to the placement rules for groups. 1
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