wisprr Posted yesterday at 02:00 PM Posted yesterday at 02:00 PM Disclaimers: * I would not call these bugs or glitches, thus I am posting this in Suggestions. * I imagine these will be pretty low on the totem pole for implementation, but hey, I may as well mention! Certain (non-pool) teleportation cooldowns can behave oddly, the ones I know of are listed below but there might be more. Long Range Teleporter (Accolades): When activated and canceled, if you transition to another zone the power will go on cooldown for up to its full 10 minutes. Mission Transporter (Prestige Travel): On activation and failure since you do not have a Door Mission selected goes on its full 30 minute cooldown. (This can be problematic since some missions are not flagged as door missions even when you are on a step of the mission that you need to enter a door to.) Assemble the Team (Prestige Travel): If activated and there are no team members in the same zone the power fails and goes on 30 minute cooldown. Now, I know that powers can have multiple cooldowns based on different conditions, so my suggestion is that these powers with long cooldowns (especially since the cooldowns can not be reduced) have a secondary reduced cooldown for when they are canceled or fail. And as a secondary, quasi-related suggestion, the game tracks all kinds of information and has all kinds of awesome badges for doing a lot of certain things, so might be neat to have a badge // multiple badges for things like teleporting or teleporting others as well. Thank you for reading this, and I hope this post might add a little QoL to this great game. ^.^
Rudra Posted yesterday at 05:31 PM Posted yesterday at 05:31 PM (edited) 3 hours ago, wisprr said: Long Range Teleporter (Accolades): When activated and canceled, if you transition to another zone the power will go on cooldown for up to its full 10 minutes. I'm trying to remember, but it's rather foggy. Anyway, if you activate LRT and you zone by any means before the use window closes, the power has no way to differentiate between it sending you to another zone and you simply going to another zone. So I'm pretty sure since you went to another zone while the use window was open, the power has to show as used, not just activated, and go on cooldown. Wait 5 minutes after you activate the power if you are just going to zone by another means, and the use window will close and the power won't go on cooldown. 3 hours ago, wisprr said: Mission Transporter (Prestige Travel): On activation and failure since you do not have a Door Mission selected goes on its full 30 minute cooldown. (This can be problematic since some missions are not flagged as door missions even when you are on a step of the mission that you need to enter a door to.) If you do not have a specific mission in your mission tray flagged as the active selection and you activate Mission Transporter, it will try to send you to a random mission. If that random mission does not have an instance map to go to, the power has nowhere to send you. Since the power still tried to send you to a mission, it goes on cooldown. Always make sure you have the desired mission selected and set before you use Mission Transporter. 3 hours ago, wisprr said: Assemble the Team (Prestige Travel): If activated and there are no team members in the same zone the power fails and goes on 30 minute cooldown. If you activate Assemble the Team, it grabs every team member in the zone and teleports them to you. If there are no team members in the zone, it still looks for team members in the zone and teleports them to you, but there aren't any to teleport to you. That isn't the power failing, that is the power working but not having anyone to recall. Having been used, it goes on cooldown. Edit: 3 hours ago, wisprr said: Now, I know that powers can have multiple cooldowns based on different conditions, so my suggestion is that these powers with long cooldowns (especially since the cooldowns can not be reduced) have a secondary reduced cooldown for when they are canceled or fail. In the case of Long Range Teleporter and whatever the base teleporter power is called, they have a secondary timer for when players change their minds about using them. When you use the power, it goes active for 5 minutes, and if not used in that time period, goes back to unused and ready for use. So if a player wants to cancel their teleport, they can, without the power going on cooldown. Meeting the power's transit requirements by zone/base selection from the power window or by transitioning to another zone or entering a base (as appropriate to the power) is considered successful use of those powers and puts them on cooldown. I am not aware of a way for the game to see if it is that power or anything else that transitions you, so if you transitioned and the power is open/active, it is considered successfully used and goes on cooldown. Edited yesterday at 05:37 PM by Rudra
wisprr Posted yesterday at 07:26 PM Author Posted yesterday at 07:26 PM There is a cancel button on the Long Range Teleporter window that closes the window but there is a red circle around the power indicating it is still quasi-active, was saying added a reduced cooldown if that cancel button is pressed. For the Mission Transporter it does not take you inside of the active mission, it teleports you outside of the entry door to a mission, and there is an error message saying the power failed if it is not a Door Mission, which includes missions you have to go talk to someone to enter and missions where you talk to someone and they tell you to go to a door. And the Assemble the Team power will also state that the power failed, so the game can differentiate between these powers activating and if they fail, which is why i suggested a reduced cooldown on the condition that these (and potentially others i do not know about) are either canceled or fail.
Rudra Posted yesterday at 07:37 PM Posted yesterday at 07:37 PM 4 minutes ago, wisprr said: There is a cancel button on the Long Range Teleporter window that closes the window but there is a red circle around the power indicating it is still quasi-active, was saying added a reduced cooldown if that cancel button is pressed. Yes, it closes the window. If you don't want the power to be flagged as used, wait for that red circle to go away. It will go away after a few minutes. 5 minutes ago, wisprr said: For the Mission Transporter it does not take you inside of the active mission, it teleports you outside of the entry door to a mission, and there is an error message saying the power failed if it is not a Door Mission, which includes missions you have to go talk to someone to enter and missions where you talk to someone and they tell you to go to a door. I never said anything about Mission Transporter teleporting the player inside their mission. What I said was that if you do not have a specific mission actively selected and you have multiple missions in your mission tray, Mission Teleporter will randomly send you to one of those missions. And if the mission does not have a door to enter the instance, the power has nowhere to send you and completes. It "fails" because there is nowhere for it to send you to the mission it tried to send you. It still successfully activated and was used. If you want to avoid that, make sure you have your desired mission actively selected so Mission Transporter knows where it needs to send you. And if you select a mission that does not have an instance to enter and you use Mission Transporter, it will still successfully activate, just not be able to send you to the mission. So it still goes on cooldown. This is a player problem, not a power problem. 9 minutes ago, wisprr said: And the Assemble the Team power will also state that the power failed, so the game can differentiate between these powers activating and if they fail, which is why i suggested a reduced cooldown on the condition that these (and potentially others i do not know about) are either canceled or fail. If you activate Assemble the Team and you have no teammates in the zone for it work with, the power was still successfully activated but it had no one to bring to you. That is a player fail, not a power fail. Don't use gather teammate powers if you don't have teammates for it to work on.
wisprr Posted 23 hours ago Author Posted 23 hours ago Thank you for your replies Rudra, but I do consider you stating twice that the problem is with the player, thus me since I am posting this, as if you are personally attacking me. Can you please refrain? The very first line of my post stated this was not a bug or glitch, so I know there is not a problem with how the powers work and why I posted here in suggestions, as I thought something like this might add a little Quality of Life to these powers, if they can implement them in the game as I know their are probably more important things for them to work on. I actually got the idea from Teleport Target power which has two different cooldowns (and ranges even) depending on how it is used.
Rudra Posted 22 hours ago Posted 22 hours ago 46 minutes ago, wisprr said: The very first line of my post stated this was not a bug or glitch, so I know there is not a problem with how the powers work and why I posted here in suggestions, as I thought something like this might add a little Quality of Life to these powers, if they can implement them in the game as I know their are probably more important things for them to work on. I actually got the idea from Teleport Target power which has two different cooldowns (and ranges even) depending on how it is used. Teleport Target is two different powers that are accessed by a shared power icon. If you select a foe and use Teleport Target, it accesses the Teleport Foe power and goes on cooldown as per Teleport Foe. If you select an ally and use Teleport Target, it accesses the Recall Friend power and goes on cooldown per Recall Friend. It is two different powers going on their cooldown, but Teleport Target is what you see go on cooldown. There is no reason that I can see for the added complication of yet another timer for Assemble the Team, Long Range Teleporter, and Mission Transporter. Especially in the case of Long Range Teleporter since it already has two timers it is tracking: the window of available transfer when activated and the cooldown. If you wait out the open window for Long Range Teleporter, and I don't mean the zone selection window, I mean the window of time the power is flagged as activated and awaiting player input for zone transfer, the power cancels and does not go on cooldown. As far as Mission Transporter and Assemble the Team goes, there is no cancel to be had. You click the power and it immediately does its thing. If the player does not meet the requirements for those powers being activated, then those powers still attempted to fulfill their function and go on cooldown. Tried to Assemble the Team when you are the only person, either in the zone or because you are solo? The power still attempted to bring the teammates it is supposed to look for and recall to you, it is just that you did not have any for it do so with. The power still properly functioned and did what it was supposed to do. So it goes on cooldown. Tried to use Mission Transporter with more than one mission in your mission tray and none selected as the active mission? The power still tried to send you to a mission door, but the mission it tired to send to you does not have a mission door to send you to. Contacts are not mission doors. Contacts that you have to talk to that then send you to another location for the actual mission are not mission doors. And if that is the mission that Mission Transporter tries to send the player to because the player did not select a mission to be transported to, the power still did its function and tried to send you. It couldn't because there was no valid location to send you to, but it did execute. So it goes on cooldown. As far as the game is concerned, in the situations being discussed, it is improper use of the power causing it to fail. So with the powers doing what they are supposed to do, how and why would they decide that a second, shorter cooldown would be warranted? Now if you wanted Long Range Teleporter's cancel button to not maintain a window of use to expedite player's use after activation but instead fully cancel out? That is a separate matter.
lemming Posted 22 hours ago Posted 22 hours ago 10 hours ago, wisprr said: Assemble the Team (Prestige Travel): If activated and there are no team members in the same zone the power fails and goes on 30 minute cooldown. Maybe we can get adaptive recharge applied to it. The more team members the longer it takes to recharge (8 man would be the current time, 1 would be near instant) Mission Teleport needing the full cooldown if it's invalid is the most annoying.
wisprr Posted 21 hours ago Author Posted 21 hours ago 33 minutes ago, Rudra said: So with the powers doing what they are supposed to do, how and why would they decide that a second, shorter cooldown would be warranted? Well, that is how most powers function when they fail, a shortened cooldown. And usually no cooldown at all if canceled for powers that can be. 36 minutes ago, Rudra said: Now if you wanted Long Range Teleporter's cancel button to not maintain a window of use to expedite player's use after activation but instead fully cancel out? That is a separate matter. I was operating under the line of thought that there was a reason that pressing the big CANCEL button did not actually cancel the power for a reason, I would love for it to just cancel with no cooldown at all when I press the cancel button but there has to be a reason it does not function that way already. 43 minutes ago, Rudra said: Teleport Target is two different powers that are accessed by a shared power icon. If you select a foe and use Teleport Target, it accesses the Teleport Foe power and goes on cooldown as per Teleport Foe. If you select an ally and use Teleport Target, it accesses the Recall Friend power and goes on cooldown per Recall Friend. It is two different powers going on their cooldown, but Teleport Target is what you see go on cooldown. Wait what?? That sounds really messy to me, one power accessing two different powers, I really hope they just coded it as a single power that does different things under different circumstances based upon who the target is. O.O Suppose they could have called the older functions, but that still sounds messy to me when it could all be contained inside of a single function. 48 minutes ago, lemming said: Maybe we can get adaptive recharge applied to it. The more team members the longer it takes to recharge (8 man would be the current time, 1 would be near instant) That's a neat idea, and there are powers that do function that way too. I honestly don't really have any issues with Assemble the Team, it was just the first time I used after getting it I realized that it was same zone only, but I did get a system error message stating it failed so I know the game can differentiate. But using your good idea, could have a 5 minute cooldown per individual teleported up to a max of 30 minutes if there are 6 or more, but I just like nice round even numbers. 56 minutes ago, lemming said: Mission Teleport needing the full cooldown if it's invalid is the most annoying. And yes, very yes, I agree completely, especially considering it can be less then obvious what active missions are unable to Mission Teleporter to sometimes.
Rudra Posted 20 hours ago Posted 20 hours ago (edited) 33 minutes ago, wisprr said: Well, that is how most powers function when they fail, a shortened cooldown. And usually no cooldown at all if canceled for powers that can be. What powers work like that? If I try to hold a mob and I miss or the mob resists, the power still goes on cooldown. Not shortened cooldown, normal cooldown. If I try to heal one of my MM pets and the pet runs out of range before affected or dies before affected, the power still goes on cooldown. Not a shortened cooldown, its full cooldown. If I go to upgrade my MM pets and the boss kills them before the power finishes, the power goes on its full cooldown. (Edit: If I re-summon a pet and then go to upgrade him as a MM, and that pet runs out of the radius for the power or around a corner so the power is considered blocked, so the upgrade fails to apply, the power still goes on its full normal cooldown.) (Edit again: If I am teleporting and I click too fast and wind up teleporting in place, the power still goes on its normal cooldown. Though Teleport has a short enough cooldown that it doesn't matter. Or if I have Fly on and click Afterburner but don't move, it still goes on its full cooldown after its window of use expires. Same thing with Super Jump and its Double Jump ability. If I click Double Jump but just keep running, Double Jump still goes on its full normal cooldown when its window of use closes.) So please, what powers go on shortened cooldown when they are used but don't do what the player hoped for? 33 minutes ago, wisprr said: 1 hour ago, Rudra said: Teleport Target is two different powers that are accessed by a shared power icon. If you select a foe and use Teleport Target, it accesses the Teleport Foe power and goes on cooldown as per Teleport Foe. If you select an ally and use Teleport Target, it accesses the Recall Friend power and goes on cooldown per Recall Friend. It is two different powers going on their cooldown, but Teleport Target is what you see go on cooldown. Wait what?? That sounds really messy to me, one power accessing two different powers, I really hope they just coded it as a single power that does different things under different circumstances based upon who the target is. O.O Suppose they could have called the older functions, but that still sounds messy to me when it could all be contained inside of a single function. Recall Friend and Teleport Foe were folded into Teleport Target. You use Teleport Target to access Recall Friend or Teleport Foe based on whether you have a friend or enemy targeted. It is two separate powers being called up by the Teleport Target power. Recall Friend and Teleport Foe were not changed other than being accessed by Teleport Target as a single power pick instead of players choosing two powers as power picks. Edited 20 hours ago by Rudra Edited to correct "Mm" to "MM".
lemming Posted 19 hours ago Posted 19 hours ago 39 minutes ago, Rudra said: What powers work like that? Quite a few new ones have adaptive recharge that the more targets you hit, the longer recharge. Not sure about that canceled one, though I guess snipes and such work like that if interrupted.
wisprr Posted 19 hours ago Author Posted 19 hours ago 47 minutes ago, Rudra said: What powers work like that? If I try to hold a mob and I miss or the mob resists, the power still goes on cooldown. Not shortened cooldown, normal cooldown. If I try to heal one of my MM pets and the pet runs out of range before affected or dies before affected, the power still goes on cooldown. Not a shortened cooldown, its full cooldown. If I go to upgrade my MM pets and the boss kills them before the power finishes, the power goes on its full cooldown. (Edit: If I re-summon a pet and then go to upgrade him as a MM, and that pet runs out of the radius for the power or around a corner so the power is considered blocked, so the upgrade fails to apply, the power still goes on its full normal cooldown.) (Edit again: If I am teleporting and I click too fast and wind up teleporting in place, the power still goes on its normal cooldown. Though Teleport has a short enough cooldown that it doesn't matter. Or if I have Fly on and click Afterburner but don't move, it still goes on its full cooldown after its window of use expires. Same thing with Super Jump and its Double Jump ability. If I click Double Jump but just keep running, Double Jump still goes on its full normal cooldown when its window of use closes.) So please, what powers go on shortened cooldown when they are used but don't do what the player hoped for? Uhm, none of those instances give a Failed system message in the chat window. And really? Upgrade MM minions goes on cooldown when the target is out of range? I wouldn't know that one, however, if you Teleport Target on something that is out of range you get a popup over your character saying so and there is no cooldown like most skills do. But how exactly can you compare Missing a target in combat to using a power and flat out getting a Failed system message? O.O 57 minutes ago, Rudra said: Recall Friend and Teleport Foe were folded into Teleport Target. You use Teleport Target to access Recall Friend or Teleport Foe based on whether you have a friend or enemy targeted. It is two separate powers being called up by the Teleport Target power. Recall Friend and Teleport Foe were not changed other than being accessed by Teleport Target as a single power pick instead of players choosing two powers as power picks. Yea, the Teleport Target use to be two different powers merged into a single one, but I have no idea how they coded it because I am not about to go digging through the code to find out, I just hope that they coded it as a single function instead of activating one of two different powers. O.O 17 minutes ago, lemming said: Not sure about that canceled one, though I guess snipes and such work like that if interrupted. Yea snipes can be a little wonky, if the target moves behind an obstacle it will fail and go on full cooldown where other powers that are obstructed have no cooldown, but you are correct for powers that are interruptible they tend to have their cooldown cut in half if they are interrupted, have run into that with Aid Self too. But I have not seen many powers give a flat out Failed system message in the chat window, see it much more often for things like trying to invite 'off sides' team members. But yea, Teleport Target again, if a target is out of range, like a friend in another zone and sometimes even in the same zone if they are far enough away it just says so and there is no cooldown unlike Assemble the Team, and that is only a 10 second cooldown when it actually teleports someone which is a far cry from 30 minutes. I can't imagine many people turn on System messages in their chat window, but I'm odd like that, and when I say it gives a Failed system message I mean it literally flat out says in the chat window that the power Failed, not missed or out of range or a buff ran out on its timer while I was AFK, it clearly states the power Failed, in fact the Mission Teleporter failed system message is quite informative and flat out says it has to be a Door Mission that is the active mission. So I apologize for any confusion not stating that sooner may have caused. ^.^ 1
Rudra Posted 19 hours ago Posted 19 hours ago (edited) 55 minutes ago, lemming said: Quite a few new ones have adaptive recharge that the more targets you hit, the longer recharge. Not sure about that canceled one, though I guess snipes and such work like that if interrupted. I don't know anything about adaptive recharge. I don't have any characters that have adaptive recharge powers. And as far as snipes and assassin strikes go, you are looking at the interrupt time having an interrupt applied. Interrupt powers are designed to stop before use when interrupted. Assemble the Team and Mission Transporter don't have interrupt periods. They work when used. If the conditions for their effects to function are not met, the powers themselves still worked. They weren't interrupted. They weren't cancelled. They were used under conditions in which their function served no purpose. And as I said six posts up, if the author wants Long Range Teleport's cancel to function like an interrupt and simply turn off the power without use, that is a separate matter. I don't see enough of a difference between initial activation of Long Range Teleport and re-use while the red ring is active for me to care if that re-use period were to go away and the power simply did not activate if the cancel button is clicked. It is the convolutions of adding a new timer to the teleport powers because a player used them under conditions in which they can't do anything that I have issues with. To me, that is like claiming that since a PBAoE melee attack didn't hit any enemies for their being no enemies around, it's recharge should just go away. The attack worked, so why should the recharge not apply? Edited 18 hours ago by Rudra Edited to change "five" to "six" due to new post posting before my response.
Rudra Posted 18 hours ago Posted 18 hours ago (edited) 13 minutes ago, wisprr said: however, if you Teleport Target on something that is out of range you get a popup over your character saying so and there is no cooldown like most skills do. If you attempt to Teleport Target on a target beyond Teleport Target's range, the power does not activate. If you activate Mission Transporter and you have a mission, it activated. If you have no missions and you try to activate Mission Transporter? It does the exact same thing as Teleport Target. It gives you an error for not having a mission and it does not go on cooldown because it was not activated. So Mission Transporter already works the same way Teleport Target does and does not go into cooldown if there is no "target" for it. Assemble the Team always activates. The moment you designate where to bring your team to. (Edit: I haven't checked to see what happens if you hit Escape to try and cancel out.) Regardless of whether you have teammates to yank or not, so it goes on cooldown. Edit again: That was interesting to find out. You can cancel Assemble the Team. And doing so does not put it on cooldown. You just hit Escape after activating it but before you click the location. 13 minutes ago, wisprr said: ea, the Teleport Target use to be two different powers merged into a single one, but I have no idea how they coded it because I am not about to go digging through the code to find out, I just hope that they coded it as a single function instead of activating one of two different powers. O.O And I told you how it works. You can look in City of Data and see for yourself. https://cod.uberguy.net/html/power.html?power=pool.teleportation.recall_friend&at=tanker Edited 18 hours ago by Rudra
wisprr Posted 18 hours ago Author Posted 18 hours ago 6 minutes ago, Rudra said: And I told you how it works. You can look in City of Data and see for yourself. https://cod.uberguy.net/html/power.html?power=pool.teleportation.recall_friend&at=tanker Oh that is so cool, thanks for the website link! So then Teleport Target is just a wrapper function with a simple when statement, that works, makes me wonder how they have different cooldowns depending on usage because if the cooldown is determined in the when statement it would still go on the same cooldown even if the target is out of range or such, and if they altered the original power functions to point back to Teleport Target and tell it what the cooldown should be why didn't they they just code the merged powers into a single function. Hmmm, interesting. Thanks again! =D
srmalloy Posted 4 hours ago Posted 4 hours ago On 10/16/2025 at 10:31 AM, Rudra said: If you do not have a specific mission in your mission tray flagged as the active selection and you activate Mission Transporter, it will try to send you to a random mission. From my experience, it's not a random mission; it's always the first mission in your mission list window. 1
wisprr Posted 3 hours ago Author Posted 3 hours ago (edited) 1 hour ago, srmalloy said: From my experience, it's not a random mission; it's always the first mission in your mission list window. That's interesting, I was not even aware of those mechanics for the power since after the first time Mission Transporter failed on me and I read the system message, I always made sure to have an active mission when using it. I also prefer to have only a single mission and when completed get another. (Mission doors can behave oddly, if you have 2+ missions that go to the same door entering that door will take you into the mission closest to the top of your list regardless of what the active one actually is. Ran into this a few times and so now mostly just keep it to one mission in my list.) But thank you everyone for all this interesting information I was not aware of! =D Edited 3 hours ago by wisprr
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