T E L E P O R T - as 30lvl skill and ~200 mana cost

See, that is exactly why I’m questioning developer intent, or lack thereof. If we aren’t “intended” to tele-spam, then either Insight should not have been created (along with arguably Enigma), or perhaps the developers changed their minds over time, or perhaps the developers are idiots who never did a single modicum of QA/play-testing AND said shortcomings were never rectified for like, ten years and counting, even into a remastered version.

And honestly, as little faith as I have in Blizz these days, that last one does not seem realistic. I’d rather think those other ones are more likely.

You still have to spam mana pots early, even with Insight. Anything below the 105 FCR bp is also not a safe way to travel while frail. People act like teleport is free real estate when it has to scale like everything else.

:clown_face:

14 chars

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Why even post? Could just look in the mirror.

better learn to read, I wrote in title Teleporst as 30 lvl skill :smiley:

yeah if we take Teleport usage, effectivness, power lvl and impact to the game, it should cost at keast 300-400 mana per cast :sunglasses:

better l2p moar sorc

Tele is fine as is…a lot of characters can run nearly as fast as tele anyway (tele just has advantage through walls), your change would effectively kill it for no reason

Or you can stop coping and crying to teleport nerfs.

Definitely NO I only nerf it on low/mid lvl to prevent cheating the game too early.
End game when players get gear with enough +sks and put some points to mana and wear Sojs/Frosts Teleport will still works as GOD mode as before.

Atm some crap gear like Spirit sword/rdm want 20fcr + Stealth + 2x fcr ring and Insight or mana spam is all ppl need to break the game.

My idea is still compromise, still small change as for TOP1 broken skill in the game LOL.

Ahahaha! As soon as I saw the title, I was already imagining the avalanche of hate, which came like clockwork.

+1

I’ve always thought about cooldowns and casting delays for Teleport, but starting with a massive, decreasing mana cost like this is interesting. I’m still not sure it’s the way I would go personally, but it’s interesting.

As for original “developer intent”, who gives a s**t? We’re here and they’re not. We’re the ones playing in the world they created, a world they are no longer a part of. Player opinions matter at least as much as theirs at this point.

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Yeah Tele change and Personal loot are the changes what these boters and RMT ppl hate so much cuz they would have to learn how to play the game :smiley:

I can only imagine how ppl would play together with both changes :star_struck:

Teleport itself has never been the issue. It’s the fact that sorc has teleport AND amazing damage output. Prior to 1.07 sorc was piss weak and incredibly mana dependent with no way to buy mana pots. Thus, she worked because she had amazing utility in skills like teleport and static field but her damage output was very poor as well as you being very frail due to you needing so much natural mana to survive. These days though, if you nerfed sorc one way or the other, the majority of the community would be unhappy so it wouldn’t fly. Plus, even if you’re in favor of this, do you really trust that they would do it right? Leave things the way they are.

My idea is nerf Teleport at low/mid lvl and at the same time stronk buff Sorc, I think ppl would me more happy with viable dual element builds on Hell than just from possibility to skip ele immune mobs.

Personaly I would BUFF old awesome, but rarely used skills like FWall FOrb Hydras Meteor FrostNova and maybe add synergies between Masteries.

I dont agree that Sorc was trash pre 1.07 I played 1.00 and 1.06 ~1year ago with Sorc, no CD for FO+Blizz+FWall+Hydras and uncapped Static smashed everything on my way, on Nor I just spamed TP when I was out of mana, then on NM I have enought mana+Warmth to spam spells.

They weren’t trash but they weren’t overpowered like they are now. 1.00-1.06 has no players command so yeah, players 1 I wouldn’t be shocked if you smash it pretty hard. Players 8, uncapped frozen orb does less than 200 damage for 50 mana. You’re not killing much with that without static. So, if you get encounter something with high light res, you get smashed. You talk about having enough mana and warmth in skills by nightmare. That’s investment that reduces your max life and uses for other skills. Balances it out. Also, you going to town whenever you ran out of mana slows you down. Modern patches you can spam mana pots. Back then, you had to waste time running to town to recover. Another downside.

You affect far more than just sorc and just solo play by changing teleport, regardless of enigma. Sorc teleport has become a gameplay feature for all grouped play at this point.

Insight isn’t the culprit for Tele spam… Mana Pots are. I typically run out of Mana with Meditation rolling as a FoHdin(yet that might be due to me not having any Spirits with +112 Mana or other +Stats gear equipped, ditto Battle Orders). Yet I pop a Mana Pot and voila I can start spamming my spell again until I run out.

Furthermore, as someone who doesn’t play Sorceress much and dislikes Teleport, I’m here to tell you that what you’re proposing is ludicrous. Teleport is a great mobility skill and just because its above and beyond everything else doesn’t mean you nerf it into the ground to where its unusable. If you wanted to implement a fatigue factor, you’d have to implement it fairly to ALL classes and ALL Skills. Namely in addition to a Mana cost, all skills would come with a stamina/fatigue factor. The more you invest, the less fatigue you generate but you will generate fatigue or consume Stamina. The elephant in the room though are Stamina Pots, which grant you unlimited Stamina for 30 seconds per potion. Either they would have to replenish a fixed amount of Stamina or work like a rejuv and completely restore Stamina but not yield unlimited Stamina for x seconds. Plus a Fatigue factor would only encourage more +Vitality spending because that’s where Stamina comes from.

Yet if we were to use such a feature, it was devised elsewhere on the forum via Technomancer: (BaseClassStam - 60) * 4. For those wondering what the cost would be per class, see the following:

  • Sorc: 56
  • Necro: 76
  • Druid: 96
  • Amazon: 96
  • Paladin: 116
  • Barbarian: 128
  • Assassin: 140

Assassin gains 25% more Stamina per level and point of Vitality so she’s unique compared to the rest. Yet at early levels when your Stamina is far less, Teleporting is going to be rather finite unless you use Stamina Pots or roll with Vigor Aura(which buffs the snot out of your movement/stamina). Increased Stamina on Barb suddenly becomes a strong 1-point wonder with perhaps a new buff to cut down on Stamina drain on their skills? Just saying, this game could be updated if the time and effort was put in.

What a bs topic, dont even know why people keep arguing about teleport being OP and needs nerf. ITS NOT GOING TO HAPPEN, Blizzard is not going to spend another dime on developement and why on earth would they implement a nerf that will result in a significant part of their already depleted playerbase leaving the game ??? Probably one of the worst core mechanics to nerf at this point and a lot of people still playing this old game are gonna be pretty pissed to be honest.

Ohh and btw i never ladder start sorc, cant even remember the last time i did a sorc ladder start cause i dont like the playstyle but i dont mind other people enjoying their game the way they like it.

here is game for u

Well, he’s right, it isn’t going to happen. None of what we suggest here on this forum matters. Blizzard has a blind eye/deaf ear on this game. The only thing suggestions on this forum might inspire change in is a mod.

As much fun as the teleport skill is, precisely because it means a lot of freedom and efficiency, on the other side of the coin it is also very devastating from the point of view of actually playing the game together.

Anyone who pays attention will see this clearly within a few days. You can play with a group, really play the world, as soon as someone with teleport shows up, whether Sorc or Enigma bearer, every game is broken. It becomes an instant rush game and doesn’t allow for anything else.

Because there is always at least one person in the game who would rather be rushed through, forcing everyone else to join them or to leave the game, which almost never happens because the temptation to take a shortcut is always great.

If the teleport spell had a 2-3 second Cd, the whole thing would look different. But basically it’s way overkill compared to the rest of the movement abilities.

The barbarian’s leap and the assa’s dragonflight are much weaker but still good in this situation.

Other classes don’t have anything like that. Even as a werewolf, the druid has no attack jump or anything like that.

I think teleport is fun if you’re a Sorc yourself, or if it gives me an advantage, e.g. Rush, Baalrush, but I actually realize that this skill, even as Enigma, makes the game more and more of a chore. Some people even demand it and have gotten so used to it…

Of course, you won’t make any friends by demanding a reduction, as most people simply don’t want to give up the big advantage. That’s the greed part of human nature…

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