NiKr wrote: » Unless that spell would only work if you have no gatherables and processed goods on you - no. Having a teleportation mechanic to circumvent the entire "risk vs reward" system goes against two of the biggest features of the game.
Myosotys wrote: » I mean not travel teleport. Just popping arround, 50m further to be able to run away.
NiKr wrote: » Myosotys wrote: » I mean not travel teleport. Just popping arround, 50m further to be able to run away. Would this be a thing that pvpers can use or only greens? What would be the casting time of this spell? Can it be interrupted through dmg or only through CCs? Does it break mob agro/leash? Is it a randomized direction or a controlled one? What's the CD on it? Depending on design this is either an abusable mechanic that griefers will utilize to bully people or a mechanic that's pretty much replaced by using a mount and running away.
Myosotys wrote: » I think it would be interesting to implement and « escape spell » to be able flee from fight when ever you want (pop in the same area in a limited perimeter or return to a save point). It would add safety feeling the those who do not want to pvp. At the same time, corruption should be a bit less punishing ))
Myosotys wrote: » NiKr wrote: » Unless that spell would only work if you have no gatherables and processed goods on you - no. Having a teleportation mechanic to circumvent the entire "risk vs reward" system goes against two of the biggest features of the game. I mean not travel teleport. Just popping arround, 50m further to be able to run away.
Myosotys wrote: » This can be discussed. I imagine a spell that everyone can use. 1 - 5 min to be reusable. Working instant (no way to interrupt otherwise you cannot escape). Randomized direction yes of course to avoid camping at the respawn point. Also a group will not be able to use it without being spread arround the map.
Depraved wrote: » nopeeeeeeeeeeeeeee. we already talked about this. next he is gonna post about an entaglement spell to prevent the escaping spell
Noaani wrote: » EQ2, while not a PvP game, had a spell similar to this. It had a 15 minute cooldown, iirc, and would transport you to the location you would have gone to had you died. 8 of the games 24 classes had access to this ability, but it would work on the whole group, not just the caster. I am unsure if an ability like this would be a good fit for Ashes.
NiKr wrote: » Noaani wrote: » EQ2, while not a PvP game, had a spell similar to this. It had a 15 minute cooldown, iirc, and would transport you to the location you would have gone to had you died. 8 of the games 24 classes had access to this ability, but it would work on the whole group, not just the caster. I am unsure if an ability like this would be a good fit for Ashes. L2 had a few classes with a party TP, a solo TP and there were instant TP scrolls that anyone could use. That shit would not work in Ashes, unless they could only be used with an empty inventory.
ClintHardwood wrote: » Yes, and we should add a spell that makes you and your caravan invisible to all other characters. Risk vs. Reward baby!
Noaani wrote: » NiKr wrote: » Noaani wrote: » EQ2, while not a PvP game, had a spell similar to this. It had a 15 minute cooldown, iirc, and would transport you to the location you would have gone to had you died. 8 of the games 24 classes had access to this ability, but it would work on the whole group, not just the caster. I am unsure if an ability like this would be a good fit for Ashes. L2 had a few classes with a party TP, a solo TP and there were instant TP scrolls that anyone could use. That shit would not work in Ashes, unless they could only be used with an empty inventory. To me, inventory isnt an issue with this. The reason inventory is an issue with the family summons is because it would make it trivial to move materials without needing the caravan system, or to maximize profit from certificates. I would suggest that if you were ok with it in l L2, you'd either need to figure out how it would trivialize the caravan system in Ashes, or come up with some other reas as to why it shouldnt be here. If it can only move you 50 meters as the OP suggested, and if the direction is undetermined, it will have absolutely zero impact on caravans.
Noaani wrote: » To me, inventory isnt an issue with this. The reason inventory is an issue with the family summons is because it would make it trivial to move materials without needing the caravan system, or to maximize profit from certificates. I would suggest that if you were ok with it in l L2, you'd either need to figure out how it would trivialize the caravan system in Ashes, or come up with some other reas as to why it shouldnt be here. If it can only move you 50 meters as the OP suggested, and if the direction is undetermined, it will have absolutely zero impact on caravans.
Depraved wrote: » Noaani wrote: » NiKr wrote: » Noaani wrote: » EQ2, while not a PvP game, had a spell similar to this. It had a 15 minute cooldown, iirc, and would transport you to the location you would have gone to had you died. 8 of the games 24 classes had access to this ability, but it would work on the whole group, not just the caster. I am unsure if an ability like this would be a good fit for Ashes. L2 had a few classes with a party TP, a solo TP and there were instant TP scrolls that anyone could use. That shit would not work in Ashes, unless they could only be used with an empty inventory. To me, inventory isnt an issue with this. The reason inventory is an issue with the family summons is because it would make it trivial to move materials without needing the caravan system, or to maximize profit from certificates. I would suggest that if you were ok with it in l L2, you'd either need to figure out how it would trivialize the caravan system in Ashes, or come up with some other reas as to why it shouldnt be here. If it can only move you 50 meters as the OP suggested, and if the direction is undetermined, it will have absolutely zero impact on caravans. its not about caravans or anything like that. its about you being red, about to die and instant teleporting avoiding everything, giving you time to heal, use a potion, run, whatever. but it isnt really a good idea...