View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008612 | Valley 1 | Gameplay Issue | Jun 17, 2012 10:01 pm | Jul 5, 2012 7:18 pm | |
Reporter | jruderman | Assigned To | Chris_McElligottPark | ||
Status | assigned | Resolution | open | ||
Product Version | 1.101 ( Post-Launch Series 1) | ||||
Summary | 0008612: Range of Lesser Teleport is highly affected by Projectile Speed effects | ||||
Description | With +90% projectile speed, Lesser Teleport takes me off-screen. This is not obvious: * The spell is described as taking the player a "small distance". * Attack spells do not have their range increased. This creates weird incentives: * If I want to be able to see where Lesser Teleport will take me, I have to decrease my Projectile Speed enchants. (Fixing 0006569 would be another way to take care of this, but would change the nature of the spell.) * Teleporting across the sky is fast and safe way to cross some surface regions. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
related to | 0006569 | considering | Teleport spell should move player no farther than cursor. |
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Teleport stops at walls, and like other projectiles has a maximum range AS WELL as maximum life. If anything, you should be thankful you have so much projectile speed so that you can use it to teleport much further. The speed on it is actually pretty slow and short with no projectile speed increase. Slowing it would make those without increase speed NOT be able to use it as it would move them a very tiny bit. Unless the cost was jumped way up (to avoid teleporting great distances in the air, though limiting its usage for those without great speed), or its maximum range was way dropped (limiting the usage of projectile speed increase to teleport further, for those who want to use it to teleport across larger distances than it can at low speeds), or its speed was unaffected by speed increases at all (may as well remove the "projectile" part of it altogether) the only way to please YOU would be to screw others over who want to actually use the spell to its full potential. SERIOUS rejection against change here. tigersfan, i propose you put this up for feedback instead |
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I think that implementing 0006569 would allow control over lesser teleport when projectile speed buffs are high, which seems to be the primary issue here, and not nerf (or possibly barely nerf) lesser teleport's max range and speed at all. |
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That could possibly work, but what of the times it would slide around edges. would it act as an invisible path-finder, quickly going to where you have it go to, flashing to that point, so that it can still move around edges? That would, however, remove the ability to teleport quickly through the air, assuming you had enough mp. Unless the teleport had the projectile try to get to your mouse's initial location, and after its life, it drops you as close as it could get, unless it reaches there before then? |
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Another possible solution: Reduce the cooldown on Lesser Teleport, and change it so that casting Lesser Teleport when a teleport projectile is already in the air teleports you to the projectile (and consumes the projectile). In addition to making the spell more controllable, this would prevent strange behavior that occurs when casting Lesser Teleport twice in different directions before the first missile expires. @Kio: What proposed change are you protesting against? It's not even clear from the original post that there's a proposed change at all. |
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My proposal is to make Projectile Speed enchants increase Lesser Teleport's speed without also increasing its range. This would make Lesser Teleport (with enchants) better in many situations: * Teleporting short distances will be faster. * Teleporting large distances will be safer, because you won't have to worry about (1) falling to the ground between waypoints or (2) not being able to see your next waypoint. * Teleporting around corners (e.g. in maze rooms) will be more manageable, because of the additional waypoints. * Teleporting to escape a Skelebot Grunt will be more effective, because you won't have to wait for the projectile to go all the way across the screen. * Changing your enchants won't force you to change your aim, so you'll be less likely to teleport right into a trap. The drawbacks would be minor, and balanced by the availability of Greater Teleport: * In some cases, stopping in the middle is dangerous. (Maybe there's a trap there, or a monster you'd rather sneak around.) * You'll need more total mana to teleport a large distance. |
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The complaint (and so then where changes should be made) is that it can teleport a bigger distance with higher projectile speed. Without changing the spell altogether, (as noted by the first "weird incentive") the clearly proposed change is to reduce the effect of spell speed to it. But then the only way for people who WANT to increase spell speed so the projectile goes further so they can get more out of the teleport would be out of luck, as one person is complaining about boosting their stats too high, and getting too much out of a spell, and wants it toned down, instead of toning themselves down. As for the second, I'm sure the devs are well aware of its ability to be used to cross gaps, when timed well, using more mp than some characters have the option for, although fixing that in any way would screw over the ones with lesser mp, that they wouldn't be able to use this spell much at all. Again, its one person who has placed themselves at double the intended effect (+90%, 1.9x) and complaining it's unnatural. It's "not obvious" that when you double the effect of the spell, the effect would be double? Alone, it is a "short distance". Some spells DO have increased range with an increased speed, as they normally don't reach their range. Or some are intended as a long-range, and now travel there even faster, doubling their usefulness at double projectile speed. Now you can shoot your projectile faster, so its less likely to miss where you want it to go and hit. Any fix to this at all would have to apply ONLY to when you've pushed the spell to its extreme, at the point where it does not affect the spell normally... HOWEVER that's limiting the availability to get more out of it BY pushing the stats that affect it higher. Perhaps I just read really into that, but I think its pretty clear where the chief complaints are, and so where changes should be made. If not, I think a dev would have asked for some clarity, to get an idea of what players are thinking. "This spell is OP." "How?" I'm not saying NO change should be made, which is why I suggested it be getting feedback, but I really think that pushing the skill to double its normal effect, and getting double the normal effect out of it... is not a real complaint. He may as well be saying "I want the normal effect when I've pushed the stats that affect it so high. Please screw over anybody else who attempts to push the spell's effect this high to get the intended double effect out of it." Personally, I keep enchants for spell speed specifically to swap for this, so that I CAN get much more out of the spell. It's not broken, and I don't say it isn't because I use it, but from a design standpoint, it's made to grow more powerful the more you power it up. When you've pushed it that far, it's OBVIOUSLY going to be... that far! I am in favor of giving it an ability of control though. But don't do anything about projectile speed combined with it. |
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The stat we're talking about is called "Projectile Speed", not "Spell Range", and certainly not "Range of Lesser Teleport". It works on lots of spells, and it doesn't increase all of their ranges. So no, it isn't obvious that having a lot of projectile speed would increase the range of Lesser Teleport. It's also worth noting that teleporting a longer distance is worse in many cases (especially when that longer distance is off the screen where you can't see), but teleporting the same distance more quickly is almost unambiguously better. |
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Still say that a level of control is what this needs, not a heavy limit. That "use again causes you to instantly teleport to where the orb is / can be used while skill is on cooldown" idea I think is exactly what should be done here. |
Date Modified | Username | Field | Change |
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Jun 17, 2012 10:01 pm | jruderman | New Issue | |
Jun 18, 2012 2:59 pm | tigersfan | Internal Weight | => Fix Before Major Release |
Jun 18, 2012 2:59 pm | tigersfan | Assigned To | => Chris_McElligottPark |
Jun 18, 2012 2:59 pm | tigersfan | Status | new => assigned |
Jun 20, 2012 4:33 pm | Kio | Note Added: 0025993 | |
Jun 20, 2012 5:20 pm | TechSY730 | Note Added: 0025995 | |
Jun 20, 2012 8:07 pm | Kio | Note Added: 0026000 | |
Jun 21, 2012 11:54 am | Chris_McElligottPark | Status | assigned => feedback |
Jun 21, 2012 12:13 pm | lavacamorada | Note Added: 0026014 | |
Jun 21, 2012 5:17 pm | jruderman | Note Added: 0026018 | |
Jun 21, 2012 5:17 pm | jruderman | Status | feedback => assigned |
Jun 21, 2012 5:27 pm | Kio | Note Added: 0026019 | |
Jun 21, 2012 5:27 pm | Kio | Note Edited: 0026019 | |
Jun 22, 2012 4:23 am | lavacamorada | Note Added: 0026022 | |
Jun 22, 2012 11:47 am | Kio | Note Added: 0026037 | |
Jul 5, 2012 7:18 pm | Pyrrhic | Relationship added | related to 0006569 |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Gameplay - General Complaint => Gameplay Issue |