Teleport

At the moment teleport is pretty unbalanced. It makes it impossible to capture a flag if the other team pays attention, as they can just all teleport on top of you if you go anywhere near one. It also leads to the rook's roll/hammer combo being pretty much unavoidable; even if you're constantly moving round, if you're close enough to the flag to cap it a good rook will be able to hit you nine times out of ten with his boulder. I'm not suggesting removing teleport from the game, as it adds tactical options and team play. However, if it stays in its current form, all the demigods on each team will have to stay together whenever any of them are in range of enemy buildings, otherwise they'll get ganked by the other team. Two potential solutions:

 

i) add some kind of graphical effect at the location the teleporting demigod is travelling too. This gives any demigods in the target area some warning, so if they are capping a flag they can make the decision to retreat. If they are overextended however, they will still be punished as they wouldn't have time to escape.

or:

 

ii) add a penalty for a few seconds after you've teleported. This could be no ability use or a speed decrease or take double damage etc.

 

I prefer the first of these two options, as it keeps strategies open and rewards players for awareness while punishing them for overextending. The second punishes the teleporter even when the target has overextended, which doesn't seem fair, although it would promote more attacking tactics. The current system just punishes players for trying to capture flags or moving away from their allies: while encouraging teamplay and staying together is good, making all strategies of splitting forces unviable doesn't seem the right way to go if you want varied tactics.

2,547 views 14 replies
Reply #1 Top

I was gonna wait till after beta3 and post about this since I figure it would be something the devs themselves couldn't have missed. +karma to you though for taking the time.

Imo I want both the options. visual and a debuff.

make the debuff something that would work very much in your disfavor when jumping other demigods, such as -50% dmg output or 50% more damage taken for 5 secs. The teleports should be for taking you to the frontlines and not for ambushing people.

As it is right now in a 3v3 you can never really dare to attack a flag becouse you can be damn sure that as soon as you are there 2 rooks will teleport in and hit you with their hammers.

Reply #2 Top

The teleport is fine, they ARE way to capture flag and advoit teleport.

Reply #3 Top

Quoting Sevenix, reply 1

As it is right now in a 3v3 you can never really dare to attack a flag becouse you can be damn sure that as soon as you are there 2 rooks will teleport in and hit you with their hammers.
End of Sevenix's quote

 

That ur own fault for trying to solo capture a flag, if 2 dg are capturing a flag, they wont have time to teleport at the flag and ambush because of the casting time.

Reply #4 Top

Just eleminate teleporting to flags and make them teleport to closest building

Reply #5 Top

Quoting HorseRadish, reply 4
Just eleminate teleporting to flags and make them teleport to closest building
End of HorseRadish's quote

 

That good idea, if they have to elimite flag teleport.

Reply #6 Top

teleporting to buildings is just as anoying. There you are trying to bring your enemies towers down a bit and you pull out just as the towers starts fireing at you and then BAM a demigod appears out of thin air and stuns you and you die.

Reply #7 Top

teleport as it is now definitely favours the defenders a lot - which is something I don't like.

Reply #8 Top

I was in Sevenix's boat, in that this has to be an issue the devs are aware of and will tweak in Beta 3.  it's pretty simple - a skilled and coordinated defensive team with flag momentum will never lose a flag/the game with current port mechanic.  I'm not exaggerating, and what you will begin to see post-release is teams mass-quitting if they lose the first battle for flags. 

Debuffing a porter for a small amount of time seems like the best solution at this point, because visual cues, while nice, don't let you do anything but run away in time to avoid the gank - you still lose the flag (Unless you are a team of minelayers - in that case you can set up a nice ambush)

Porting to buildings only has the same effect in a different setting, the skilled defensive team will never lose a building. 

 

Reply #9 Top

Snif snif. Why are they always punishing the good players.

After the teleport I bet they all will cry about the warp stone.

for the teleport, They could just set a longer casting time. so if someone teleport to a flag, he wont make it in time unless he saw the ennemy demigod going into this direction and you Teleport before he has even arrived at the flag.

 

Reply #11 Top

 

You seem to have a skew view on "good" players Wagnard. If you consider "item that allows your rook to appear right on top of an unsuspecting enemy that had no chance at all to see it coming and you then get to use your hammer for 2,1k dmg before he even realized you are there" to be good then we clearly got different views on what skill is.

 

Warpstone is fine because when its used the two demigods have already engaged in battle (due to its short range), both demigods would have had the chase to realize they are in a fight.

So I guess you see no problem with warpstone having infinite range as well, since atm that is quite what teleport is to most people.

Reply #12 Top

Agreed with Sevenix. There is a big problem with this tele-ambush strat. Its just a joke if any Demigod is able to teleport in with no warning and kill you in one hit (Rook's hammer of instance). I think the best way to fix this problem is to just give a few seconds stun (maybe 2 seconds, maybe more or less?) after a teleport, or make the Demigod unable to use abilities or attack for a few seconds after the teleport.

Reply #13 Top

I like how Warcraft3 and dota does it.  When someone teleports to an area, there's a glowing image on the building for 2 seconds showing someone is teleporting in.  Same as what OP is suggesting.

I think the teleport scrolls should cost more.

Reply #14 Top

In my opinion some kind of effect to let ppl know someone is teleporting in is enough. If someone gets hammered with this change implemented then that player diserves it.

And really, when rook teleports on top of you, you notice him for sure, unless you were watching TV.

And a stun to the guy that teleports in is really silly in my opinion, no one would use teleport other than to return to the health crystal.