PoE could use Diablo 2's Teleport skill

Adding Teleport would be one of the worse thing that could happen to the game, we already have flicker strike which is absolutely broken in pvp atm and phase run or shield charge is a must have cause in pvp movement speed is the most important stat.


I had the number 1 HLD on EHCL for the last 3 seasons prior to patch 1.13 killing the game over night. 100% legit raping fully loaded hackers with nothing more than max movespeed and 7k guiding arrows including countless max block builders.

Anyone who views non-ladder sc as "real pvp" really never understood pvp as more than max damage and who paid more for hacked items.
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Last edited by NotSorry#0178 on Aug 23, 2012, 11:44:39 AM
Absolute no from me for D2 type Teleport spell in PoE.

It was op. There wasn't any cons of that skill.

"
XxDragon wrote:
Simple. Restricting mobility will always boil down to less required skill. A witch can't kite and avoid melee attacks from a marauder chasing her down with Phase Run; simply will not happen. In Diablo 2 the amazon had a naturally faster run speed and the sorceress had the Teleport ability. Not having either factor forces ranged character to play as if they were melee -- shooting others with arrows when the other person is up-close and in their face. This is really sort of absurd.



Witches can use Shield Charge, Whirling Blades, Leap Slam, Lightning Warp, Cold Snap, Ice Spear, Temporal Chains, Phase Run, or Freeze Mine to kite and avoid melee attacks from a Marauder with Phase Run. You can also utilize totems with knockback linked to offensive spells.

Or better yet.... a bow with Puncture....

I mean there are probably more options but those are just the ones that I could think of off the top of my head.

So your argument is that the scenario with one solution "teleport" requires more skill than the scenario with multiple solutions that you can choose to utilize depending on your build and playstyle? Really?
I have no problem with rebalancing a skill gem such that it offers two separate behaviors: one for PvE and one for PvP. It's always bothered me when my PvE build is nerfed because a skill is broken in PvP, but otherwise balanced for the rest of the game.

I think a fast teleport would greatly enhance PvE play, but could easily be designed to behave differently in PvP, as to grant its benefit to both modes of gameplay without unbalancing or breaking either.
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Last edited by CanHasPants#3515 on Aug 26, 2012, 12:26:23 PM
In D2 1.0.9, when Enigma wasn't implemented yet, you could get a few items, that had the ability to make you teleport. I remember a maul with teleport - that made a great sorc ganker for the barbarian - he was an easy target to any physical damage though.

The problem with enigma was, that it besides giving teleport was a very great armor 2x all skills and other passives which I have forgotten (but they weren't bad either).

I wouldn't mind seeing teleport like it was in D2, but to be exactly like D2 it should be with lots of support gems.
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