Teleport nerf and new set items with tele idea

teleport
should be lvl 30 skill with mana percent consumed by cast starting from 25%
-1% per soft point.

1.5 sec cooldown to cast/use a different spell/skill other than teleport. (-0.05 per softpoint)
(this way u can tele all u can, but cant connect to fight with rush so u gotta think where u stop)

New Set:
Just an idea, nothing set in stone. 5 pieces.
Ring Boots Armor Weapon Amulet
A melee weapon every1 can use
Adds that every class can utilize
basically something for melee and casters, but nothing crazy.

and a 5 set bonus:
1+ teleport

This way enigma is nerfed by nerfing teleport, still is high end gear, but there is a all rounder alternative if needed for every1, not cheap, but more obtainable.

Sorcs start slowly, getting “masters” at endgame.
And any1 having teleport, wont be able to use it as master sorceress would.

There’s a recent big thread that talks about a teleport nerf. My favourite so far is progressively increasing the mana cost if cast in quick succession. This is great for situational teleports while not capping the overall speed of teleport.

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I wouldnt want to touch the pace of teleport, thus the idea above.
It creates a bigger drawbacks for every1, but becomes more available at the same time.
Sorc’s could become what they are today, but with more skill investment, rewarding them for putting skills there, and not a 1 point wonder

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Yep I think you have the right idea. Here’s the post with the specific suggestion cited earlier.

Nope, no nerf is needed for teleport

Why is nerfing Teleport needed?

If we were to extend the teleport skill, like as a set bonus, then i see we do this with a drawback, that it wont be effective as much as it will be on a sorceress, just because ure unable to gather necessary soft points to negate debuff and reduce enough mana cost.

Like, teleporting will be nerfed on endgame to those, who have it from an item, as a form of “penalty” so to speak and to show that sorcs are superior tele casters.

But that would require some points invested into the skill alone on sorcs side and mid game gear to negate the effects of a debuf, but i see it as another thing, that some ppl thought sosos need nerfing, so that’s that.

We nerf tele, by adding necessity to invest some points into tele, reducing power and forcing choice. Thus “nerf”
But in the same time we “repair” enigmas OP’ness and give an alternative with cheaper but still not cheap new set.

If we want to rebalance one, we need to rebalance things that are affected by it technically too so to speak.

Teleport is by far the fastest and most efficient form of movement through maps in the entire game.

When teleport was first introduced as part of Diablo 2, large amounts of faster cast rate (FCR) gear was not available (previously only staffs, wands, jewellery and magefists had FCR), mana was not abundant in the game (no mana pots from vendors, shakos, wizard spikes, spirits, charms, or meditation auras from items, less mana per kill items were available) and +skill gear less available to keep the mana cost down (no anni, torches, shakos, spirits, arachs or body armour/one handers with +2 or more skills).

And more recently with D2R, the game is now supported on larger resolution which indirectly buffed teleport by making each teleport potentially have a longer distance.

In short, teleport received a lot of indirect buffs that any player that wishes to start out on ladder without picking a sorc will know or should know that they will be at a disadvantage compared to players that do. Teleports alone is also a large indicator of determining an optimal or not optimal item finding character, especially for items that need to be target found (ie, high end uniques).

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Bumping for more views :smiley:

No reason to nerf a mobility skill at all.
Problem is broken classes.

Teleport is fine. No need to make farming harder.

Considering 95% of your playtime in D2 involves mass farming areas for runes… who cares? Tele is good for the first couple weeks after reset. Then it’s really only useful for farming Soj’s, keysets, TP’ing to Throne, and rushing.

If you compare run times of characters doing cows and travincal, builds with enigma move faster than those without.

Some builds sure. Others spend more time buying mana pots to save 8 seconds than they saved. Me I’ll just vigor speed around and clear every single mob on the way. IMHO people spend way too much time trying to get somewhere special to farm. Me I’ll just clear everything from Arcane on and reset.