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Post by acrobatoid on Feb 22, 2011 13:35:05 GMT -5
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. :] Totally agree. I never have any intention of replacing it. Super Jump looks strong and impressive. And I guess it is the fastest travel power in complex terrains such as Millennium City Westside.
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Post by GammaBreaker on Feb 22, 2011 14:11:46 GMT -5
Super Jump isn't the fastest, but it is significantly faster than non-Ice Slide flights. Faster than Jet Boots, even, as I used to outrun my friends (both of whom had Jet Boots) regularly traveling from Westside to City Center.
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Post by rpgamerd00d on Feb 22, 2011 15:42:10 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. Other travel powers work in combat. To completely disable Teleport isn't a good solution. If you simply made the speed very slow, then you'd hit TP, move a few feet, then drop out (remember, when you activate in combat, it only lasts 2 seconds, then you drop out). If the speed is affected, then you won't get far, and thus are still in danger. So, disabling Teleport is a bad solution, while making your flight speed very slow is a good solution, because then you can still use it, but its no guarantee it will save you from a bad situation unless you happen to use good strategy (just like Flight can save you if you use good strategy).
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Post by nuinbot on Feb 22, 2011 17:37:34 GMT -5
I have already gotten used to using Teleportation as intended. However, if you have issues with Auto-Attack going off (which I have had, even with the "Maintain" setting), it will ground you for that 10 seconds. In PvP, this can be a serious issue.
Also, you might have noticed that on switching zones/instances or just logging in, the slow-fall does not work unless you land after a teleport to test it by jumping. I have already sent in a bug report about this.
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Post by alaskandraco on Feb 28, 2011 8:00:03 GMT -5
Could try changing the teleporting like this: Charge it like the rest of the powers Band 1 (tap): 1/3 current speed, or what ever the standard breakdown is
Band 2: 2/3 current speed, or what ever the standard breakdown is and 1/2 current stealth
Band 3: full speed, full stealth, the much vaunted/feared intangibility.
The tap is the 'jump' teleporting that is seen in combat, in and out so fast that there is no real stealth factor to it, just movement. Kinda like flyers that sit at range and plink. They can't move fast, but they can stay where some of the mobs can't go. And it's not a combat power, because there is no combat portion of it like there is for lunge. The break lock and stealth would be after you got sufficient distance away, and only get intangibility once it's fully charged. Not sure where the 5 seconds would start from, though. Could make it so that there is no 5 seconds, but there is a 'teleport disorientation' when you come out of it. Would make it less of a 'combat get-out-of-jail-free' power and more of a pure travel power. Keep the max speed, but make it harder to see things while in teleport. It would actually go with the whole 'in another dimension' bit, too. The time thing could be explained away as you need concentration to properly shift yourself and you don't get that in combat, so you 'stutter' instead.
As far as making it too easy to get to the end of an instance, as some have said in the main forums, why haven't the villains, especially those trying for the doomsday weapons, tried to find ways to negate teleport?
Would that make it better?
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