My personal problem with Teleport

I want to start a non sorceress for ladder but it’s hard to get past how easy it is to have a free teleport.

Would be nice if there were a couple bare bones +1 to teleport that wasn’t enigma so that I had more drive to start any other hero than a sorc without needing enigma.

Either way I don’t mind playing sorc, it’s just unfortunate.

Yes I’m aware of tele charges items but generally speaking there arnt enough charges to make me want to go that route when I can spam tele infinitely on a sorc.

I have no issue with teleport as a skill I just find it pigeon holes me for a starting hero

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IMO either the mana cost for teleport needs to be increased just to slow the sorceress down especially earlier in the game as well as give incentive to invest more points into teleport, or all classes need a comparable skill for fast movement.

Lets be honest, who invests more than 1 hardpoint into Teleport?

Crazy not-gonna-happen idea: Cracked sash has +1 teleport, no extra belt slots, crappy durability… If you try and use the fix recipe on the sash, it loses teleport and gains +4 belt slots. :stuck_out_tongue:

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I hated the increased mana cost on the private servers…

Also I always dumped extra points in teleport before the manaburn nerf to reduce the mana cost to 1… this prevented manaburn deaths.

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IMO, assassins and barbarians are better than sorcs at the start of any given ladder, the benefit sorcs get from teleport is negligible since barbs can leap gaps (with knockback) and assassins have access to dragon flight (wasted points for trappers, but, works like teleport to a degree).

And then we have paladins, as a fun experiment, I leveled one and focused on holyshock aura, by the time I got the radius up to 9.3 yards, it had enough damage to kill anything before it could reach me, I walked through normal (holyfire and respec’d to shock at level 24), and literally just walked through the game until Hell.
They can also gain very early access to both spirit swords and shields, and run the hammer route, and easily farm higher level areas because of hammer damage, and easily attained resistance.

all the other classes are more than viable early ladder, it just depends on your playstyle.

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I thought teleport could be found on cheap staves and other items that any class could use…

I’m sure the sorceress would like to start ladder as having good resistances, shield blocking, and as many hit points as a Paladin too.

Pick your poison eh?

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Yeah, it’s definitely a problem. I honestly think I’m just gonna roll sorc again, but at least I’ll do hydra and farm the new lvl 85 areas.

I’ll stick with my barb to start, horking corpses doubles chances to find runes lol.

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This is the logic that blows my mind…

How is starting a sorc any different than all of the other numerous meta choices you’re forced to accept to remain competitive in ladder?

  1. Character choices - the fastest meta character order has been fleshed out.

  2. Character builds - the fastest builds within those characters have been min/maxed.

  3. Character gearing - the best items to remain competitive in ladder is already known.

  4. Runes required - you’re forced to use certain runes to achieve the gear requirements.

  5. Any other mandatory meta crap you have to adhere to in order to maintain a competitive edge.

You’re looking at a race course with the same meta demanding turns and finish line as everyone else, and you know those turns are the fastest way to rank high in ladder, but your issue is having to turn at all on the first bend.

What? These threads never make any sense.

Personally, if you don’t want to take that first meta demanding turn and take the scenic route, more power too you. However, if you demand your route become the new meta (not going sorc first), expect others to try to destroy turns of the race you may have enjoyed.

Play the game how you want, you can still enjoy ladder without following every competitive advantage.

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It has everything to do with how simple it is to farm and grind XP getting to those areas faster than any other class.

Again I have no problem with teleport, it’s just at a certain point I don’t feel like running to those areas all the time.

So if I want to farm gear, I could go play the new Bowazon on the fresh ladder and take significantly longer to gear her up
Or
I could run my sorc and farm for a Bowazons gear then swap over to her after.

There’s a reason enigma is top of every non sorcs gear list for farming…that’s to not run.

There’s a reason sorceress has been the most played hero. That’s fine too.

After that I believe it’s Paladin…once you have enigma… teleport.

I don’t believe teleport to be OP or anything like that, it just seems to limit the variety in game for starting classes when you have no gear and need to farm.

TLDR: I don’t need any changes to teleport it’s just a thought please calm down

I understand this, sadly part of a 20 year old remaster and “meta” areas. It is nice they added some new 85s in 2.4 to help alleviate this problem.

On the one hand, I believe other classes get distinct advantages over the sorceress that are left out whenever anyone brings up teleport.

On the other hand, I believe they need a much, much, cheaper alternative to Enigma that has utility of teleport. Maybe keep it locked to level 60 or higher.

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I would like to see a +1 teleport item that is cheap but offers very little in stats.
So the trade off for teleport is stats.
Perhaps like you said level 60 ish as well as to not take away from the gameplay of beating the game but it’s available for when you’re done and ready to farm.

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That was my logic yes. Not too high level that it defeats the purpose, but not so low level that it robs the gameplay experience of how the classes were originally designed to be played.

how about, instead giving some drawbacks to using teleport\sorceress, so it’s not as good a skill to start with?

This to me seems to make sense.

When I say cheap I’m thinking of a runeword along the lines of Pul Fal Um.

+1 teleport
20% faster run walk
15 all resistance - um
10 to strength - fal
30% enhanced defense - pul

Obviously not set in stone

I’m open to a bit higher Runes too

But again it doesn’t need to be changed either. Just means I’m starting a sorc :slight_smile:

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Maybe… just maybe… blizz simply reduces the cost of repairing charged items… That is all what it would really take.

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Those runes are high enough for a level 60. We want them to use it within their 60s. Not farm into their early 80s looking for overly expensive and rare runes in ladder.

PUL-UM-FAL-IST sounds reasonable

60% MF - ist

or just remove charges from the “of Teleportation” magic items mod. you can easily find magic items with the Teleportation mod. and you could hunt for better rolled of Teleportation magic items. maybe something like Jeweler’s Archon Plate of Teleportation socketed with some unique or good rolled magic jewels.

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Not a bad idea but I do also agree the cost for repairing charges is waaaay too expensive. That needs to be reduced by 75%.

To repair some gloves with some very basic ability charges earlier this week was 270,000 gold.

I haven’t spent that much repairing my gear in its entirety since October and I’m only a few skillers away from a full light sorc build.

Perhaps a substantial increase to the amount of charges too.
Somewhere in the 100-200 range would be nice

Guys, D2 is a dynamic action RPG not a lame a** mobile game where you take ages to swing an overgrown weapon a la anime style. Why do you want to make the game static by removing teleport?
Go play some other lame game. I’ve got a personal problem with lame excuses from lame people who can’t fathom the game mechanic and want to change all of the game to their personal, lame liking instead of adapting. There’re trillions of other games where you won’t find the dynamic gameplay D2 offers with its teleport, D3 for example. Play them, you have there personal loot, endless grinding and no real PVP.

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