I realize the likelihood of the developers creating any new mobility skills for D2R is exceedingly low. Just throwing these out there as wild ideas.
Intent is not for each of these ideas to be as good at pure mobility as Teleport. There really isn’t design space for skills that are just as good as Teleport on mobility while still being meaningfully different. So instead these trade a bit of the mobility/speed for other benefits.
- Assassin:
- Rework Dragon Flight
- Allow Dragon Flight’s animation speed to scale with IAS instead of being fixed. Make it so that with enough IAS it’s actually better to use Dragon Flight than to Teleport + use a different Finishing Move.
- Remove the target requirement. If there is no enemy targeted, you move but don’t perform the attack component. The movement can be a bit slower than Teleport since Teleport doesn’t have an attack component built in, to differentiate the two.
- Rework Dragon Flight
- Necromancer: Rebirth (Poison and Bone Spells Tab)
- Consume a corpse to disappear and reappear at its location, healing a percent of your maximum life in the process.
- Mana cost decreases with skill level.
- % of maximum life healed starts at 10% at skill level 1 and increases by 0.5% per skill level
- Animation would be Necromancer’s regular Teleport animation combined with the corpse explosion animation.
- Consume a corpse to disappear and reappear at its location, healing a percent of your maximum life in the process.
- Druid: Spirit Walk (Summoning Tab)
- In addition to a small mana cost, consume a % of your maximum Stamina to become a spirit wolf for a couple seconds with dramatically increased movement speed that can pass through enemies and cannot be targeted. “Casting” the skill again while it is active requires no cast time and ends the effect.
- Mana cost stays the same at all levels.
- 100% skill FRW during duration
- % of maximum Stamina consumed to cast starts at 70% at skill level 1 and decreases by 1% per skill level.
- Duration starts at 1 second at skill level 1 and increases by 0.04 seconds per skill level (1 frame per skill level).
- Animation would be the existing wereform “morph” blur plus the existing spirit wolf asset.
- In addition to a small mana cost, consume a % of your maximum Stamina to become a spirit wolf for a couple seconds with dramatically increased movement speed that can pass through enemies and cannot be targeted. “Casting” the skill again while it is active requires no cast time and ends the effect.
- Amazon: Missile’s Path (Passive and Magic Skills Tab)
- Fire a bow or throw a javelin. If you your arrow or javelin doesn’t collide with an enemy after a number of yards, you appear in its location. If you throw a javelin and it does collide with an enemy, you appear next to that enemy. If you fire an arrow/bolt and it does collide with an enemy, you appear two yards away from the first enemy hit this way (along the path your arrow/bolt traveled) with a weaker version of Decoy between you and the enemy (not as much life as the regular Decoy skill).
- Attack animation speed would increase with skill level as skill IAS.
- Animation would be existing shoot/throw plus Teleport and Decoy animations.
- Fire a bow or throw a javelin. If you your arrow or javelin doesn’t collide with an enemy after a number of yards, you appear in its location. If you throw a javelin and it does collide with an enemy, you appear next to that enemy. If you fire an arrow/bolt and it does collide with an enemy, you appear two yards away from the first enemy hit this way (along the path your arrow/bolt traveled) with a weaker version of Decoy between you and the enemy (not as much life as the regular Decoy skill).
- Barbarian:
- Just allow Leap’s movement speed to scale with run/walk speed. (Not everything has to be super complicated.
)
- Just allow Leap’s movement speed to scale with run/walk speed. (Not everything has to be super complicated.
- Paladin: Holy Surge (Combat Skills Tab)
- Become a mote of holy energy (like Holy Bolt), appearing where the ‘Holy Bolt’ travel distance expires. You pass through all targets - undead included. (You get shunted to the closest vacant space if your travel distance ends inside an enemy.) You don’t actually deal the Holy Bolt skill damage. Instead, casting the skill causes each of your auras - including ones you don’t have active - to pulse, but with only partial effect.
- Significant mana cost because of the effect.
- Start with 25% of each of your pulsing auras’ effects at skill level 1, increasing by 1% per skill level.
- This includes Holy Fire/Freeze/Shock, Sanctuary, Prayer, Cleansing, and Redemption.
- Animation is just the Holy Bolt animation, plus the aura pulse animations.
- Become a mote of holy energy (like Holy Bolt), appearing where the ‘Holy Bolt’ travel distance expires. You pass through all targets - undead included. (You get shunted to the closest vacant space if your travel distance ends inside an enemy.) You don’t actually deal the Holy Bolt skill damage. Instead, casting the skill causes each of your auras - including ones you don’t have active - to pulse, but with only partial effect.