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Post by nuinbot on Feb 15, 2011 18:11:37 GMT -5
I know that teleportation in combat is supposed to be on a 10-second recharge, but after the patch today, I found that teleporting is vastly nerfed. Not being able to teleport at ALL in that time frame makes it difficult, especially since it has various stipulations attached to it. Since I just started a few days ago, I had no idea that Teleportation was glitched. I play a Mind, so for solo DPS, getting away is difficult now, where others can simply jump/fly/run away. Some quests are already difficult for a low-DPSer, so to me, teleport seems pretty much ruined, aside from effect. I feel that this could be remedied by... - Reducing the duration time in combat (from 2 seconds to 1 second)
- Reducing the recharge time (down to 4 or 5 seconds)
- Reducing the movement speed (down to 30)
Does anyone else have thoughts on this? (Please don't flame, as I already read the official forums to see many people complain about the PvP aspect of Teleportation.) Thanks!
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Post by bladefist on Feb 15, 2011 19:30:16 GMT -5
Getting out of heavy combat with any travel power other than teleport is next to impossible. Always has been. The recent teleport changes aren't so much a nerf as they are a simple re-balance. Now teleport is a bit more in line with the other travel powers when it comes to escaping PvE confrontations.
Flight: flying speed is vastly reduced in combat, so much so that you're as good as dead if you try to fly away during a fight
Jumping: jump height is vastly reduced in combat as well, if you try to bound your way from a fight you're likely to find yourself faceplanting on the pavement
Super Speed: again the speed is reduced a great deal but you can still manage to sprint away if there's a corner you can round nearby
Acrobatics: the same issues as jumping and super speed but worse
Teleport: it used to be that you could simply poof yourself to safety with this the moment things looked hairy but now you can actually get yourself caught flat-footed
It's sad that it took so long for teleport to get these much needed changes. Remind me to thank all of the PvPers that abused it so much that it finally got a re-balance.
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Post by nuinbot on Feb 15, 2011 20:29:26 GMT -5
Yeah, I see what you are getting at. I never experimented with the other abilities aside from inside the training facility. I was just getting used to teleporting too! I like the ability enough that I will keep it. I will just have to get used to the changes. Thanks for the info about the other travel abilities.
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Post by tkolter on Feb 18, 2011 11:44:31 GMT -5
I'm not sure these changes are good shouldn't a hero be able to move around at least as well as a standard villian and I saw them follow my soldier, jump up 50 feet to attack me and this included the henchmen!
Acrobatics with the enhancement for movement and jumping if your hit for damage helps but I still have to plan my strategy better to evade and pick off non-player enemies.
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Post by KenpoJuJitsu3 on Feb 18, 2011 12:30:01 GMT -5
I'm not sure these changes are good shouldn't a hero be able to move around at least as well as a standard villian and I saw them follow my soldier, jump up 50 feet to attack me and this included the henchmen!Acrobatics with the enhancement for movement and jumping if your hit for damage helps but I still have to plan my strategy better to evade and pick off non-player enemies. What you're seeing is an alternative to something we vets suffered with for a LONG time prior to F2P. Prior to F2P every mob in the game had a travel power remover. Every single one. They would smack us with this power as the first shot of nearly every encounter and completely disable all of our travel powers. Flying by a mob? BAM! Your flight is turned off, you come crashing down to the ground and take massive fall damage, then they finish you off by sneezing on you. Want to jump around in combat because acrobatics is your theme? Forget it, travel power remover. Your spider-man clone has been grounded. Now only certain mobs have travel power removers and those removers tend to be on master villians instead of regular henchman. The flipside is that in order to keep us from kiting them these henchman now have frog legs and jump a hundred feet into the air to try and combat us. It looks incredibly stupid but I'll take it over travel power removers any day.
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Post by rpgamerd00d on Feb 18, 2011 14:50:24 GMT -5
Other travel powers work in combat, but are simply slowed down.
They should not disable teleport in combat, they should slow down the speed to the exact same speed they slow down flight in combat.
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Post by PoochieHellhound on Feb 18, 2011 15:35:27 GMT -5
Other travel powers work in combat, but are simply slowed down. They should not disable teleport in combat, they should slow down the speed to the exact same speed they slow down flight in combat. The difference is that you can be hit with the other travel powers activated. That is vital. At the same time, it's theme breaking if you can be attacked while in teleport. I find the cooldown could be shortened a bit, but other than that it should stay imo.
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Post by falchoin on Feb 18, 2011 16:28:53 GMT -5
Personally I love the fix. Teleport is a travel power, not an active defense yet acts more like the latter. Be glad it doesn't have a 1 minute 30 second cooldown and put all other active defenses on a 30 second cooldown.
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Post by tkolter on Feb 20, 2011 9:40:45 GMT -5
I noticed a friend who is a gold member for life, don't hit me he told me this was F2P so is cool. Said he gets around some of this by buying up ranks in the travel powers its cheap and at at a full boost in flight often is the edge you need to get away.
I tried that on my Soldier with the jet pack and it works at least where flying around obstacles is an option I saved my heroines butt several times already. Not that its perfect and may not work against Master Villians but hell its woth looking into if he's right. I'm not sure if Teleports could benefit though some testing should find out easily enough.
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Post by GammaBreaker on Feb 20, 2011 9:57:04 GMT -5
Yeah, ranks do increase even the in-combat speed of your travel powers. Jet Boots is the best flight power to have for combat because it has a significantly faster in-combat speed than all the other flight powers. I have zipped away from many fights thanks to Jet Boots.
Trying to run away from a fight with Super Jump/Rocket Jump is nearly suicidal, though.
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Post by acrobatoid on Feb 22, 2011 4:54:55 GMT -5
Yeah, ranks do increase even the in-combat speed of your travel powers. Jet Boots is the best flight power to have for combat because it has a significantly faster in-combat speed than all the other flight powers. I have zipped away from many fights thanks to Jet Boots. Trying to run away from a fight with Super Jump/Rocket Jump is nearly suicidal, though. 'Bout he super jump, I notice that in combat I take fall dmg anytime I leap up away, even where I land is as high as where I start the jump. And another problem is I take huge damage trying to Block while jumping. This is really troublesome. Is that a bug? If not, is that fair?
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Post by stuffinator on Feb 22, 2011 5:14:21 GMT -5
I never had any problems escaping from a fight with my super jump, but since I'm the tank I more likely sacrifice myself to save my buddies.
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Post by GammaBreaker on Feb 22, 2011 12:48:58 GMT -5
To make matters a little clearer, Travel Powers have a sort of "subranking" system called "Bands." Each travel power, aside from Teleport (and maybe Swinging?) has three Bands. Band 1 is what you get on a tap. Band 2 is what you get for more than half a charge, less than a full charge. Band 3 is a full charge. If you tap your TP on, you'll notice that your character "surges" at intervals and you gain travel performance, as you're going up through the Bands. As soon as you enter combat, your TP is forced to Band 1.
Teleport bypasses the Banding system, and moves at full speed off the bat. Jet Boots can't be charged (so you can't start at Band 3), but it has the highest Band 1 speed among flight powers and the highest Band 3 speed among flight powers. Swinging is a somewhat unique case because it's highly dependent on timing, so I'm not sure how much influence the Bands have on it. Ice slide is also unique because it relies heavily on manipulating your incline and decline. Under the right conditions with a skilled user, Ice Slide competes with Super Speed as the fastest travel power in the game.
Super Jump is probably the worst power for running away from a fight because it resets to Band 1. At Band 1, Super Jump has only moderate jump height but very poor jump distance. So you don't cover much ground, unless you can jump to a different platform. In addition, you have an extremely poor falling damage buffer at Bands 1 and 2 of Super Jump, and taking damage seems to fudge with the buffer and make you take damage even on a short jump. To make matters even worse, because blocking sets your jump height to 0, using block in the middle of a Super Jump effectively destroys your falling damage buffer.
So, yes. Super Jump is hands down the worst travel power for escaping. That said, it is still one of my favorites, and I use it on my main. :]
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Post by falchoin on Feb 22, 2011 12:52:36 GMT -5
I don't know about 3 bands for swinging, but there's definitely a difference between combat speed swinging and non-combat speed swinging.
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Post by PoochieHellhound on Feb 22, 2011 13:23:44 GMT -5
I'm pretty sure Swinging doesn't have bands, but I might be wrong.
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