Myosotys wrote: » Depraved wrote: » nopeeeeeeeeeeeeeee. we already talked about this. next he is gonna post about an entaglement spell to prevent the escaping spell Entanglement is only to prevent running. But the escape spell should be instant.
Depraved wrote: » nopeeeeeeeeeeeeeee. we already talked about this. next he is gonna post about an entaglement spell to prevent the escaping spell
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...
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.
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.
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: » There'd either have to be a ton of limitations on this kind of TP system or it would be near useless. And to me that sounds like a pointless waste of dev time.
Noaani wrote: » If it were to be put in place as per the OPs suggestion (50 meters, random direction, 5 minute recast), I dont see any further limitations on it that would be needed at all. As I said above though, I am not saying I think it is a good idea - I am undecided on that at this point still. All I am saying is that limitations are not required for it.
NiKr wrote: » Noaani wrote: » If it were to be put in place as per the OPs suggestion (50 meters, random direction, 5 minute recast), I dont see any further limitations on it that would be needed at all. As I said above though, I am not saying I think it is a good idea - I am undecided on that at this point still. All I am saying is that limitations are not required for it. But does it serve its purpose with that kind of design? I feel like it doesn't. It would probably help out in 1v1 pvp, but then it would only realistically work w/o mobs around, because if you're trying to run away from danger TPing from a pvper into mobs that will now bring you down while the pvper can just run up to you on a mount would defeat the point of the TP. In any bigger pvp encounters you'll have your enemies spread out, so there's more chances to TP into them. And in 1vX or 1v1 PK attempts the green can just mount up and run away. These are my main grievances with this kind of feature.
Myosotys wrote: » I mean the point is not to make something completely OP that work 100% of the time. Just a skill/spell to use in some situations
NiKr wrote: » Myosotys wrote: » I mean the point is not to make something completely OP that work 100% of the time. Just a skill/spell to use in some situations And the chances are, you gonna have someone use it right when they need it and it'll fuck them over, and they'll never use it again. And then will complain that rng is bad and that the spell should be changed.
Myosotys wrote: » This can happen with everything in the game with a bad design. It is always question to find the correct mechanics and balance.
Myosotys wrote: » NiKr wrote: » Noaani wrote: » If it were to be put in place as per the OPs suggestion (50 meters, random direction, 5 minute recast), I dont see any further limitations on it that would be needed at all. As I said above though, I am not saying I think it is a good idea - I am undecided on that at this point still. All I am saying is that limitations are not required for it. But does it serve its purpose with that kind of design? I feel like it doesn't. It would probably help out in 1v1 pvp, but then it would only realistically work w/o mobs around, because if you're trying to run away from danger TPing from a pvper into mobs that will now bring you down while the pvper can just run up to you on a mount would defeat the point of the TP. In any bigger pvp encounters you'll have your enemies spread out, so there's more chances to TP into them. And in 1vX or 1v1 PK attempts the green can just mount up and run away. These are my main grievances with this kind of feature. I mean the point is not to make something completely OP that work 100% of the time. Just a skill/spell to use in some situations.