View Full Version : Teleport should have a 1 second casting delay
lextalionis
19-08-2004, 18:59
I've seen the suggestion a lot. Dragon Flight has a delay and you have to have a target, and the kick has been described by most as useless because of desynch.
The biggest reason is that it would reduce rushes and would cause people to party more to quickly move to XP run areas.
But I'd love to hear reasons why it shouldn't be delayed.
Begin the War
Inuyasha
19-08-2004, 19:43
I say that it should, especially for PvP. It would make people use a thing called, TAKTIX! Instead of teleing everwhere, you'd have to only use it at opporotune moments.
theBlackKnight
20-08-2004, 01:48
I think whirlwind shouldnt be carried over x number of yards, hit checks only on every 4 yards. They took a decent pvm skill and nerfed it to hell -_-''.
Teleport should have a light frame delay, but not 25 frames. 15 frames and losing a frame every level till 10, then 1 every other level, till tele only has a built in 1 frame delay, that way the best pvp sorces would " NEED " to use 20 points towards tele.
I'm in favor of Tele staying the way it is. Why do you ask? Because its perfectly fine, I use teleport to dodge, its a lot better than running, then run/walk becomes the "new teleport" along with charge. There are many ways to counter, or even surpass teleport, but then again you actually have to think about it for just a second to realize that they exist.
IronAndWine
20-08-2004, 22:48
Shhhhhhh! You're giving Blizzard ideas because Teleport is fine the way it is.
Omikron8
21-08-2004, 08:18
Totally agree with a short timer on teleport. A 7 fps or 8 fps casting sorc in dueling is so hard to catch unless you have insane teleporting (enigma) + targetting skills. Teleporting to the throne would also take more strategy as you couldn't just teleport into a 24151615 monster pack and teleport right away out of danger.
*cough* FoH Pally anyone?
Usufruct
26-08-2004, 23:58
*cough* FoH Pally anyone?
I don't understand you.
Inuyasha
27-08-2004, 00:56
With a name like that, who would?
oh my.. what a bad bad idea.
For me that would completely ruin the fun of playing diablo.
Why??
First reason:
I dont have a lot of time playing diablo, and when i have i enjoy stressing out by making mf runs(doesnt need much brain capacity to do that :D ) . Mainly meph, pindle, pit, shenk and andy in 1 run with my sorc. That includes ALOT of teleporting, and nerfing teleporting would stop me from playing these games.
Second reason:
I have played through all the areas in all the acts countless of times since d2 first came out, so there is'nt anything new for me to see. I do tend to play through the game 2 or 3 times a year just to see the areas i rarely see normally. Therefore i dont care if most of my games is in the same areas most of the time.
Third reason:
Rushing would never be reduced. It would just be more timedemanding to level a char and less rewarding, meaning less fun. People will allways find the best place to gain XP, and then make XP games at those areas instead of baalruns. Who remember the bloddyruns a couple of years ago or the newer cowruns?
I would by far prefer 10 baalruns, than 20 xp runs another place.
Fourth reason:
Would there be more teamplay?
Absolutelly not. 99% of the people playing diablo(incuding me) is doing it mainly to find good items for their chars or to level them to make different interresting builds(for pvp and so on).
Thats why people are playing MF runs ALONE(because they hate(as me) when another person grabs a godly item just in time before you can grab it.)
And thats before people are playing baalruns TOGETHER(because they want (like me) to level their chars as fast as possible )
I dont accusing people to grab the items before me, cause they have every right to do it, but i just find it more stressing to see other people grab the good stuff. Therefore i make mf runs alone, to get all the good items that drops in the game.
As for dueling: Dont know and dont care.. never plays them :)
Inuyasha
27-08-2004, 03:01
We aren't saying it should be slowed to the point where it's useless. With enough FCR, it will still be very effective for all of those things, though it would (in many people's opinions) fix PvP. 1 second might be a bit too long, but it definately needs at least a small timer.
GovernerOfCali
14-09-2004, 00:53
Hmmm.. I die enough TPing into the wrong area and getting beat on... I think making TP take longer would be bad. Us sorcs are weak... not meant to be hit... tp is our main defense
maybe a 1 second delay on all skills that are not from your char class would be better. this would include barbs wolfing out, any chars other then sorcs using teleport, anyone going bear style with beast, etc.
If your gonna nerve tele to make sorc's more weak, better go nerve some skills from other classes as well.
like a 5 sec cyclone armor cast delay -_-
Metroid_01
14-09-2004, 12:40
Hmmm.. I die enough TPing into the wrong area and getting beat on... I think making TP take longer would be bad. Us sorcs are weak... not meant to be hit... tp is our main defense
the idea behind teleport was never to teleport through the durance or something just to deal with meph. the idea was a support skill, occasionally if u wanna jump a wall just teleport. its not hard to avoid problems if u are careful. i like this idea entirely.
it would ruin a sorc. teleport = defense. same thing as barbs got BO and shout. pala got holy shield.
some would say that a sorc has cold shield + ES as defensive, but even if u got those, ur not suppose to run. nevertheless, a sorc wouldnt need cold shield, since u shouldnt get hit in the first place.
but if u really wanna time delay or slow down teleport, slow it on all chars with X%, and a sorc with the half of it. dont want to see any other chars getting superior in teleporting. :rant:
Metroid_01
16-09-2004, 01:36
so you need 1 teleport, maybe 2 if u cant aim your mouse for ur life. i love the idea of a cooldown, teleport in the essence of it is too powerful and good. if it proposed that bit of danger it would have to be maxed for mfers, and try teleporting thru the worldstone with that hammerdin now eh? also it would lead to it not being super overused in pvp and some builds would have to be redone. this is an excellent idea if u ask me. the only ones it is problematic for is those who teleport repeatedly and theres no instance of that is part of the "initial" and of cource "intended" play style of d2. of COURCE few stick to exactly what the game was intended for. thats a given, but that doesnt mean blizzard will stray to help pvp... thats very rare unless something is really problematic. and blizzard hates teleporting to bosses for mf.
BlackWinterDay
16-09-2004, 07:39
the idea behind teleport was never to teleport through the durance or something just to deal with meph. the idea was a support skill, occasionally if u wanna jump a wall just teleport. its not hard to avoid problems if u are careful. i like this idea entirely.
Just out of curiosity, how do you know what the idea behind teleport was? Unless you sat in on a focus group, or were otherwise involved in the development and balancing of the game, I don't see how you can make such a bold statement.
IMO, the skill is just fine the way it is.
Metroid_01
16-09-2004, 18:50
Just out of curiosity, how do you know what the idea behind teleport was? Unless you sat in on a focus group, or were otherwise involved in the development and balancing of the game, I don't see how you can make such a bold statement.
IMO, the skill is just fine the way it is.
of cource i wasnt part of the people working on this. but we all know blizzard does not like running bosses repeatedly like that (they DID increase durance 2 in nm and hell for a reason). we know blizzard never intended "hostility" to be a way of life, otherwise there would have been more pvp support. they wanted people to run thru the game just like any other rpg, do the quest, get some items kill some stuff and beat the final boss. why else would they try to hard to prevent rushing? these above are the main uses of the skill teleport repeatedly. in standard play it was very likely intended to just jump a sorc out of trouble as she is a fragile character. also its huge mana cost initially is part of that thinking. assuming you played an untwinked sorc, teleport would be a huge burden to keep up. that was the basic premise there, that the skill couldnt be spammed all over the place. of cource dont forget muling wasnt a thing either, so technically most chars would be relitively untwinked. the fact that a change hasnt been made is odd, but then again there are many bugs that never got changed. not that this is a bug....just my point is that they didnt do everything. (remember cooldowns were not allways in place for skills....this is the same idea.)
Metroid_01
16-09-2004, 19:01
Edit: im a fool, double post ><.
BlackWinterDay
16-09-2004, 19:22
I appreciate where you are coming from. However, there are uses for teleporting around super fast which do not involve running bosses. Let's think about pure happy party play for a moment... It's entirely possible to use a properly equipped Sorc as a scout of sorts. Someone who moves ahead to the next area, finds the wp and sends up a TP for the rest of her party who come through to clear the area. No boss rushing involved, just scouting. That is just one example of many uses of a fast teleport. I understand that it can be frustrating to play pvp and face player after player who teleports around repeatedly, but like you said pvp is only one facet of game play.
And let's face, this game is 100% item driven. That's why magic find exists, and that's why bosses drop better than anyone else. I don't think anyone can say for sure that Blizzard does not want people to run bosses. If they did, then they would make it so a boss could not spawn in a game that you create if you have already killed said boss. I would assume that they made the Durance bigger to make it a little harder, not to nerf it completely. At one point MF was disabled when facing a boss, however it was later re-activated. Why is that? Because Blizzard knows people do MF runs on bosses, and if they nerf the "funnest" aspects of the game then people will stop playing.
Metroid_01
16-09-2004, 19:37
Haha this could be a very long debate. i do see what you mean though with the scouting. that can be done with a delayed teleport, and my personal stance which i havent made immensely clear is that i like the 1 second or so initially but being less and less per (hard? maybe...that might be a pain) point into the skill. i dont want it destroyed, but that the skill as it stands is 1 point for a virtually infinite teleporting ability whos only drawback is your own speed and mana pool. slow it and make it so that you actually need to work the skill to make it be that good, thats what i request. maybe every 4 points it drops down .20 seconds. so with 20 points.....boom you are back to the old teleport. i dont think something like this kills the party idea you put up, but it does make it so that the sorc couldnt tele down to the lost city and back before everyone else runs to the rocky waste. (i dont know why, but your example reminded me of act two from the instant i read it.)
i agree entirely about the game being item driven. i think you have some validity to mentioning the mf being dropped form bosses and reinstated. i do seem to recall it was never actually removed but was planned to be in 1.10. i still support that but anyways......(not like meph gives me good drops anyway hehe.) i forgot about that happening. it does make it seem that you may be right that the idea was to make it harder, though i think they dont want you doing it for hours repeatedly just teleporting there and killing... but a little isnt awful. a good example is when 1.10 came out i had a 20ish open asn that i was working with. i did a bunch of runs to mephisto in the hopes of that elusive unique or set item, it wasnt too bad expwise but drops were crap lol. i think that was more the idea they wouldnt mind as much. but bypassing it all just for one kill...ok...but do it for like 3 hrs and we have problems.
i agree alot (surprisingly) with your points, but i think there needs to be a middleground somewhere so that these activities that blizzard doesnt agree with become difficult. with a cooldown you need to rework the mfer if you ever hope to survive that teleport to mephisto. it throws in that extra challenge but keeps teleport as the useful ability it should be.
lol notice the 11 minute difference between my double post. thats how amazingly slow the system was running, it only took me like 5 min to type it up again :).
skilledlord
17-09-2004, 04:10
I thought Usufruct was a weirder name then ÐåvÓ§
Pendragon2U
29-09-2004, 19:56
It is a silly idea to require a sorc to sink 20 hardpoints into a teleport in order to get what they have now.
Look at any decent sorc build right now and they require at least 85-90 skill points. That means a level 73-78 level sorc would now need to get to level 93-98 just to get as good as they are now. What character class in the game requires that kind of dedication right now.
It would be unfair to sorcs to say the least. Something would have to be done to rebalance the loss of those points.
PvP is something else entirely. I cannot think of a single sorc build that cannot be countered by equipment in some way: Wisp projectors, dwarf stars, you name the brand and their is an item or two that can help you beat them.
There is only one character build in the entire game that I dislike teleport with and that is windy druids. I just think it requires hardly any hotkey action and any playing skill to tele up with a hurrican going and spam spells at you along with a merc, spirit, and werebear. Even with that, I do not like the idea of putting a delay into teleport.
-Pendragon
HandofElysium
29-09-2004, 20:45
It is a silly idea to require a sorc to sink 20 hardpoints into a teleport in order to get what they have now.
Look at any decent sorc build right now and they require at least 85-90 skill points. That means a level 73-78 level sorc would now need to get to level 93-98 just to get as good as they are now. What character class in the game requires that kind of dedication right now.
It would be unfair to sorcs to say the least. Something would have to be done to rebalance the loss of those points.
PvP is something else entirely. I cannot think of a single sorc build that cannot be countered by equipment in some way: Wisp projectors, dwarf stars, you name the brand and their is an item or two that can help you beat them.
There is only one character build in the entire game that I dislike teleport with and that is windy druids. I just think it requires hardly any hotkey action and any playing skill to tele up with a hurrican going and spam spells at you along with a merc, spirit, and werebear. Even with that, I do not like the idea of putting a delay into teleport.
-Pendragon
You then Pen I knew before?
lextalionis
29-09-2004, 21:15
It is a silly idea to require a sorc to sink 20 hardpoints into a teleport in order to get what they have now.
Look at any decent sorc build right now and they require at least 85-90 skill points. That means a level 73-78 level sorc would now need to get to level 93-98 just to get as good as they are now. What character class in the game requires that kind of dedication right now.
It wouldn't have to be hard points, which might make the whole thing moot.
Second, teleport is the best travel power. Far better than Vigor,Burst of Speed, Charge, Leap Attack or Dragon Flight.
In some ways teleport is too good. Its unfair as it is that every good MF character must have teleport, but getting teleport on a character other than a sorceress is highway robbery either in charges on items or by using an Enigma.
Third, Sorceress already has the highest damage spells in the game and they are the most manueverable. Why not nerf the sorceress, especially in a non-damage oriented way.
Fourth, with the delay getting smaller with more points invested, you could still make teleporting Sorceresses, but you'd just need to invest points and reallocate. That's not too much to ask, and while Meteor/Orb may not work, Metoer/teleport would work.
it shouldnt be neverd cause teleport only needs 1 skill, to be good, unlike ES (wich needs a descent lvl TK to work good) or a good cold armor.
if u go nerve the tele skill, its bye bye sorc in pvp.
cause its just blashpemy to let other chars be better in a sorc skill than the sorc itself. so if u wanna nerve teleport (wich really shouldnt be done) nerve it twice as hard on other chars.
dunno if this makes any sence, but im drunk, so i can right BS here i think.
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