How to Balance Teleport Without Nerfing It

It’s a hot debate topic. But Teleport doesn’t need to be nerfed or given to every class to make the game balanced. Instead, fix the reason why Teleport is so strong. Clearing distance in every scenario the game offers greatly improves every objective people have in the game.

First, let’s break down why some of the popular suggestions to modifying Teleport don’t work:

Give it a cooldown.
Why? This doesn’t solve the core issue. Just makes the game more tedious to play.

Nerf Teleport in some way by lowering effective distance covered or increasing resource consumed.
Doesn’t solve the core issue. Depending on the resource consumed, you end up making Teleport better on some characters than others in ways that creates significant class disparity (like it was back in the day when only Sorceress could use Teleport).

Let only Sorceress use Teleport.
You probably didn’t play back in the day. You know how 90% of Ladder character starters are Sorceress? Imagine that for the entire season.

Delete Teleport.
Sorceress gains a lot of survivability by kiting with Teleport. She is a glassy character. She would be in a much worse place without Teleport, and it is part of her class identity. Imagine if we removed Battle Orders from Call to Arms and from Barbarian. Of course, that’s unfathomable since Barbarian is generally in a worse spot than Sorceress is. But the concept still stands.

Give every class Teleport.
Ruins class identity. Generally a lazy fix. Requires other classes to take another 1pt skill. Giving other classes unique teleport abilities is also bad, because unless it’s as good as Teleport, then the issue is unchanged.

The Suggestions

We simply need to make Teleport not required in all the scenarios it currently is BiS in. There won’t be a perfect balance. Teleport will still be very good. But some things should be stronger than others in certain scenarios. Teleport is just currently stronger in all scenarios.

The most important part is making content distant from town not so overwhelmingly advantageous. Act Bosses drop too well. I’m not saying nerf Act Boss drops into oblivion. They don’t even need to be “equal” to density farming. Just put Act Boss drop odds slightly above average density farming for the areas leading up to it. This change grants the benefit: density clearing can be viable or as advantageous as boss farming. It won’t be the best. But who cares about the best 100% of the time? Travincal and Terrorized Andariel have the best drop pools for all the items people need in the game, yet we still farm other things. Perfect balance isn’t needed, just bring it closer. Imagine the following hypothetical solution: give all monsters in the Tower a bias towards runes. Their bias towards runes should be roughly proportionate to how many runes you can farm in a certain time window by skipping all the monsters and going to Countess. That way if you kill only Countess for 10 minutes or you clear the entirety of the Tower for 10 minutes, you end up with roughly the same amount of runes.

Return the concept that Act Boss drop pools are not as wide as basic monster drop pools are. Terrorized Zones gave Superuniques and Act Bosses insane drop odds to those really rare items that before they couldn’t drop at all (or had terrible odds for). Undo this. The advantage of farming Superuniques and Act Bosses should be that they always drop more than 1 item. You get guaranteed items from them in volume. But their drop pool should not compete with regular monster drop pools. I don’t want to hear no arguments about the fantasy of “but warren, this nameless monster can drop this item but a lord of hell cant?”. Who cares? Why does Diablo drop weapons? He doesn’t use any. None of the Act Bosses do. Game balance shouldn’t 100% reflect fantasy.

With the above two changes, now density farming is worthwhile. However, this doesn’t solve everything. At the game’s current balance, I would imagine Teleport users are still going to be better than non-Teleport users at density farming too. Thus, increase density by making more packs spawn in a map (rather than increasing pack size). Also buff melee. Increasing density doesn’t negatively impact casters. However, it can negatively impact the current state of melee builds. The effective solution this change brings is that now there is less distance between monsters to farm, so significant distance clearing is not as advantageous even when density clearing.

Finally, at least improve more areas closer to town. Travincal is a great example, though it’s only the Council itself. Make all of Travincal great to farm. Chaos and Cows are also good (they’re not directly next to town, but Chaos is close enough and Cows is large enough and dense enough to justify the distance of running to Tristram). They could be made even better. Most areas could be made better.

With these changes, Teleport should be significantly less required to be competitive in the endgame. Of course, you can still run it. It still functions the same. If you enjoy the fantasy of blinking around the map like a mad man, it’ll still be there. It just won’t give you as much of an advantage as it did before.

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or just add any sort of mapping, better density, better drops, no need for teleport as you clear it anyway. Solves not only teleport but all kinds of other issues

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I think some sort of “fatigue” cooldown or mana cost increase for each successive cast of teleport would balance it, and importantly slow it down from being used to skip through large parts of the game. After a short time of not casting teleport, the fatigue would wear off.

as i wrote in my post, i think that makes the disparity worse. cooldown is boring and unintuitive and doesnt make the game feel more fun to play. mana cost increase benefits casters (especially sorcs) more than melee, even if its not constant by having a way of “fatigue”. it would probably balance it, but i think the game gets more clunky and less fun to play.

I’ma be real, the reason I love d2 so much is teleport is amazing and there’s mana potions, not some random resource you have to generate with a poop skill

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which is why i think nerfing teleport is a bad idea. i would MUCH prefer just making it less impactful to the game as a whole

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As primarily a sorceress player, I don’t spam teleport constantly… I will teleport, then run a bit, then teleport again. The reason is because it gives my eyeballs and brain the time needed to register points of interest on the screen.

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im glad for you. but you would be naive to think that that means anything. 99.99% of players dont do that. having a semi-unique usage of a skill doesn’t mean the way that you use it is meta. we are talking about game balance and meta usage. you may be perfectly fine with slapping a cooldown on teleport. diablo 2 is great because most skills dont have cooldowns. id rather not force the most used skill in the game to have a cooldown.

Make teleport on items cost life instead of mana, problem solved.

Yeah, but if it were to happen, it’d probably shut a lot of people up who complain about not getting drops… Because they’d actually see chests to open, or even the unique monster that they would have otherwise telezipped by.

:man_shrugging:

Imagine that, slow down to get more items. :crazy_face:

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that doesn’t solve anything. that just makes sorceress more overpowered since it doesnt apply to her. it doesnt solve the issue that not running teleport is significantly worse than running teleport.

or you could do exactly what i said which encourages the same thing and it doesnt force a popular and favorite skill to have anti-QoL and anti-fun properties lol

I respect your opinion… We all have our opinions on what would and wouldn’t make it a better game. Nobody is right, and nobody is wrong.

thats basically what i said, you just used less words lol

well im gonna be honest, i dont respect that opinion. if you can get to a solution in the same way but one does it by adding anti-fun mechanics and the other doesnt, why wouldnt you choose the one that doesnt? surely you’re not of the opinion that adding a cooldown on teleport doesn’t impact how fun it is to use

Heh ok. I believe a fatigue cooldown would make people use teleport more wisely. If holding down a button to gogogogogo is fun, there are plenty of racing games out there to play.

One of my favorites:

as a sorc player, I tried the nerfed teleoprt in pd2 and stopped playing the mod.
Teleport shouldn’t be touched. Skipping through the game is part of its soul

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I can tell you’re kind of a new player, there are ways on every character to get as far and as fast as a sorc at season start without teleport. The only disparity is the players skill/knowledge. SMH

if this were a different game, sure. diablo 3 and diablo 4 has that. but this is diablo 2, where nearly all skills have no cooldown. the ones that do are for long-lasting skills, like firewall, blizzard, and meteor. they persist more than the instance they deal damage for.

if you want teleport to be more punishing, make chills impact casting. slightly beef up monster attack speeds. that way blindly teleporting cahracters have a significantly higher chance of being hit while spam teleporting.

do enlighten us. youll be the first person to have discovered it. you might even share your ever-powering wisdom with speedrunners. they could even pay you for such information.

Leap,Vigor,BOS, TEleport staff available to all a2NM, by that time sorcs are also just unlocking teleport…

Sorc has teleport in a2 normal

nothing´s gonna happen to teleport but i gave you a consolation-price after the spamming…