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A couple of days ago I decided to check out the class skills and maybe try to get an idea of what class I liked and didn’t like so much. I didn’t get a clear picture of what class I liked best, basically, because I liked them all. Now, I did stumble upon something I didn’t understand, how certain skills are going to work in game. (Mostly PvP)
What I boggled over was the ability to both randomly and intentionally teleport an enemy. I’m not going to try and explain, so here are some examples:
Ancestral Mage - Fear of Ages:
An enemy nearby controlled spirit is teleported to the controlled spirit. Controlled spirit receives nightmare. (Nightmare: reduced resistances and attackers lose morale and become scared)
Rune Mage – Magnetize
Shock a single ranged target. Deal damage and teleports all nearby enemies to the target. The amount of teleported enemies dictates damage dealt. Temporarily reduce physique of teleported allies.
(Shock: deal damage to nearby allies when damaged)
Rune Mage – Rune of Gales
Draws a rune at targets location. For the duration of the rune enemies within the area of effect are randomly teleported. Temporarily reduce physique of teleported enemies.
Can anyone clarify this for me? How will this work, thinking mostly in PvP, because if I’m going to be randomly teleported from place to place, my head is going to explode!
Anyone share these concerns? Or do now after reading it? lol
Comments
I dont understand it either.
But if the mages can teleport others...that would be awesome. You have to watch out when you run into a mage then : )
I will play a warrior so i dont care much anyway.
Yes, your head is going to explode. Good thing is, the teleport spell rune of gales doesn't deal direct damage but slows you, just avoid the rune area effect by keeping outside.
If you are magnetized you better let it wear of when in party before reentering the fight. On the other hand, if you go solo you don't need to care if you are magnetized, it doesn't harm you.
This game features some spells for every class that can do tremendous damage to groups without them being overpowered for single encounters.
6 subclasses of the 9 have teleportation skills and only two of them are mage subclasses.
Ancestral Mages typically teleport their pets and have a couple of skills to teleport enemy characters.
Rune Mages have a lot of control when teleporting enemy players enmasse.
The Wrathguard (warrior subclass) can force allies and enemies to teleport near it.
Furyhammers (warrior subclass) have the ability to teleport themselves near a target.
The Skinshifter (rogue subclass) is the only class with teleportation skills that solely act like a dodging maneuver.
Tricksters (rogue subclasses) have a set of teleportation skills that are siilar to the above classes but most of them are extremely chaotic in nature.
As for the OP's question you are just going to have to get used to the idea of being randomly selected by some of these skill effects.
You should note that certain skills say all or some so some telportaiton skills aren't random but controlled by an AOE range.
Okey, so sadly I did understand them correctly.
I am conserned, not about self teleportation, but targeted teleportation, because I afraid its just going to get an annoyance-factor and not a "fun" or cool skill. I imagine the first couple of time its going to be fun and "lol'ed" at, but after the 50th or maybe 100th time, its just going to be - "ugg! not this crap again" Am I the only one conserned about this?
If a character gets teleported off a cliff, what then? or, can three characters with teleportation skill gang up on one character and just mindlessly teleport him around for fun? When another person tries to teleport me, do I have a resist chance? Maybe we wont find out before we are able to try, but Spellborn for me, has taken a major blow sadly. I hope am blowing this out of porporsion, but i cant help being worried...
Well, you have to keep in mind that there is a skilldeck, so if you use abilty, it will prefent you for using a damage on. And the most important thing is, all classes are abit of melee orientated, so you will also bother yourself with it. And attacking ranged is alot harder then attacking from up close.
Yes there is resistance, but that is a lot more complicated
There is no chance to resist. You have to dodge to prevent yourself from being teleport
And i think its a good reason to fear the mages and spellcaster : )
Or anyone else thet matter.
I always fear casters, thats something I learned the hard way in Asherson Call 1&2
Why not teleport them first? Well, not all classes get teleport others, and if I dont like a skill in a game I try to learn to play without it...
Dodge the teleport? How do you dodge Rune of Gales? its AoE from a placed rune, is it not? Or Magnetism, your mate gets hit... swoooop... you are teleported to him. how do you dodge that? I think I read somewhere, or heard (might be wrong) that they were trying to take out CC in forms of stun, root etc. If thats true, then what is this? Its even worse (imo) then being stunned or rooted, atleast you decide were you charcter should be heading...
I prefer the teleporting that all the stuns. And hitting at range will be difficult, so it shouldn't matter much.
You can teleport enemies in CoH/CoV. But there were also skills to resist teleportation.
But you had to be at a close range. You can also fly in CoX, so you may think, fly then teleport. But it really wasn't that easy.
As a player who has played a game with teleport enemy ability, do I need to be conserned?
Devs are against anything that removes the controll of your char away from you for any ammount of time, so no fears, stuns, roots or any other kind of CC (well, none that allow you take off hands from game and pick up a coffee mug anyway).
You might notice that teleports are all 'teleport to', 'teleport from', 'change place with' or 'teleport randomly', so except for the random ones (mostly trickster's self teleports) noone can teleport you off the cliff.
And you forgot my favourite:
Anomalous Vacuum:
Randomly teleport to several nearby locations in sequence for a limited time. Deal minor damage to and lower physique of nearby enemies at each teleport location
Lovely, wouldn't you say ?
As pointed out above, all players in CoX have access to a power called Teleport Enemy. Not all of them take it, but if you're going to PvP, it's definitely helpful (more so for some classes than others).
I guess it could be considered annoying, but seriously no one has time in PvP to stand around teleporting others just to annoy them. It's just one more tactic to use against an enemy. If you did just stand around with a group of 2 or 3 other players and spammed Teleport Enemy, you wouldn't last long.
As a Mastermind (pet class) I can say that the best use of it is to drop someone dead in the center of my pets and blast away on them. But it's not as easy as it sounds since they can teleport away, fly away, superjump away, or even have high resist to being teleported.
Basically, my point being, it's not that big a deal. In fact, it makes it much more interesting.
I'll have to say, this teleport feature doesn't sound that appealing to me on the surface, but since I've not played a game with this mechanic really, then until I give it a try I don't know if I'll hate it or not.
I do know, if my character is more effective standing at range, and if this teleport prevents me from maintaining range, then I'm going to dislike it. Same is converse true if I'm a melee character who constantly finds himself thrown far away....
Well, lets play the game and see if we like it.....
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"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
The devs have been reading this thread Bescerga because they directly responded to it in their latest dev journal.
Working with goals
The mentioned goal sounds pretty easy, but in the world of MMOs this means that all old fashioned stun/polymorph effects arent allowed. We could decide to allow these types of effects and add a counter mechanic, so players have something to do while their avatar is incapacitated. Maybe some button mashing minigame, popular in a lot of console games currently, to break out of the effect early.
However, we prefer to remedy the cause, rather than the effect, so players will always be able to do something. Slow downs are still present, but no complete root effects. Players might get disarmed but then theres always magic and the other way around. Another popular mechanic is fear, our equivalent are the numerous teleporting type skills, which displace a target across a short distance, effectively disrupting aim.
Goals might influence subjects you wouldnt expect after giving them a quick thought. This goal single-handedly makes sure that big bosses will never be allowed to stun a player to make it harder for the rest of the group, let alone stun entire groups for phase transitions (not counting cut-scenes).
Thanks for the heads up conserning the dev journal - Good read.
My worries are not gone though, but they are weakened. <"our equivalent are the numerous ‘teleporting’ type skills, which displace a target across a short distance, effectively disrupting aim."> Keywords here for me is; short distance, effectively disrupting aim... doesnt sound as bad as I had pictured. Im looking forward trying it out...
Dont forget you still have to ail your teleport spell. There is no button that will do it for you.
So you cant really decide when you wanna do it. You can only try and do it...