Well I was reading another site and some dudes at blizzcon had been quite active to find what all the spells do.
Tier VI
(Requires 25 points in skills) Teleport
Active Skill Rank:: 0/5 Description:: Teleport to the selected location up to 100 feet away. Teleport can only be used every 9 seconds. Mana Cost:: 23
This one has been seen in videos, but has not been testable for players in either Blizzcon. The main difference in the D3 version is that the Wizard leaps up into the air when casting it, and appears in the air at the other end, falling to the ground after they appear. This makes the spell less of an instant escape/movement option. Just in case that wasn?t clear enough, the developers have added a fairly huge 9 second cool down. They appear to be serious about not letting Teleport be the queen of all fast moving, item run spells!
Seems like they are putting some huge limits to Teleport as expected. In Diablo 3 it will only be a minor boost to traveling and going trough obstacles BUT the main use will be escaping dangerous situations.
Good change for the content skipping whats going on in Diablo 2.
Yes, using teleport to move all over the place was dumb.
But the main change is just the technical ones. Can you teleport through walls? Hopefully not. Thats whats really important. I have nothing about teleport over a gap, creating some shortcuts, but skipping just anything thats in your way is so, so, SO dumb.
They also upgraded it if im not misktaken. If you look at the official Wizard Skill tree from when they first got it, it says that you can only move 40 feet away. Now its 100 but with the time limit. I also think it's a good idea no more wizards just rushing the entire game with it.and yeah no throught walls thats cheap and you could then just easily get away from anything. with the physics sytem and the 3d graphics do you guys think that say your at a ledge and theres a ledge 100 feet down you think you can tele there?..or is it just foward back left and right?
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Not even Death will save you from Diablo Bunny's Cuteness!
Well, don't forget that says rank 0/5. It could be that for every higher rank the CD is lowered by .5, 1 or 1.5 seconds. *shrug* I was thinking that maybe the mana cost would be lowered but 9 seconds is a long time and 23 mana doesn't sound huge. So CD is my thought on the matter.
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Weaseling out of things is important to learn. It's what separates us from the animals... except the weasel.
- Homer Simpson
what if you have to wlk in a big twisting line like a gigantic 2 million foot long hallway only to end up turning backwards on diffrent side of the wall?....the wiz culd tele and be at the end, while they all have to walk through millions and millions of feet and kill bunches of monsters and wait.
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Not even Death will save you from Diablo Bunny's Cuteness!
Good change for the content skipping whats going on in Diablo 2.
You do realize that they've said early on that they're going to make it fully possible to skip the content of Diablo III, so that the people who want to do the story and all can, and everyone else that's been playing the game for a long time is not forced to? I don't know if they're still sticking to it, but that's the last I heard on it, which was last year some time. I don't see why this should be an issue, then. (Not that it looks like I'm going to want to skip it all, because so far it's looking very good.)
Not letting Teleport go through walls, obstacles, and so on, and placing a huge time limit on it like this is making the skill nearly useless. I can understand the radius limitation, but not letting you go through walls, when there are so many of them, as well as obstacles- there just won't be much a point any more and I can promise you it would be a useless skill like Telekinesis is in Diablo II.
You do realize that they've said early on that they're going to make it fully possible to skip the content of Diablo III, so that the people who want to do the story and all can, and everyone else that's been playing the game for a long time is not forced to? I don't know if they're still sticking to it, but that's the last I heard on it, which was last year some time. I don't see why this should be an issue, then. (Not that it looks like I'm going to want to skip it all, because so far it's looking very good.)
Not letting Teleport go through walls, obstacles, and so on, and placing a huge time limit on it like this is making the skill nearly useless. I can understand the radius limitation, but not letting you go through walls, when there are so many of them, as well as obstacles- there just won't be much a point any more and I can promise you it would be a useless skill like Telekinesis is in Diablo II.
It's too much of an extremist approach to it.
Are you kidding me?
Teleport is the fastest way to get from point A to point B. You can just instantly move yourself around, and don't forget RUNES.
I'm sorry, but going through walls is not skiping story and stuff. Its skipping content entirely. The ability to just simply warp through everything in a dungeon is game breaking. I have a hard time to believe you defend that. You see nothing wrong with a SINGLE ABILITY that allows you to skip through so much things?
The main use for the vanilla Teleport is to get yourself instantly in a favorable position, or out of a dangerous situation. Runes can completely change the focus of the spell, and make it even more powerful in various situations.
It still looks like an amazing spell, but BALANCE for once.
My God, you're a very jumpy and aggressive person, has anyone ever told you that? I never said that there shouldn't be limitations, I said that the limitations being given are too extreme.
Teleport is the fastest way to get from point A to point B.
Which I am not contesting, because I think that puting too much limitation on it completely ruins the idea you just stated.
The main use for the vanilla Teleport is to get yourself instantly in a favorable position, or out of a dangerous situation. Runes can completely change the focus of the spell, and make it even more powerful in various situations.
A viable argument, but, since the topic was never raised, I think I was right to assume that we were talking about the base skill, not how it functions with different runes on it. But now that you've raised it, see further along in this post...
I'm sorry, but going through walls is not skiping story and stuff. Its skipping content entirely.
Which is why I said "content".
The ability to just simply warp through everything in a dungeon is game breaking. I have a hard time to believe you defend that. You see nothing wrong with a SINGLE ABILITY that allows you to skip through so much things?
Since that's what it's supposed to do at its apex, no, I have no argument against it.
It still looks like an amazing spell, but BALANCE for once.
Which shouldn't be extreme, like was mentioned.
If we are talking about the inclusion of runes in this discussion, and not the base skill, the argument here has to change entirely. It introduces new questions which have not yet been asked in this thread:
Should it be slow and fairly useless at low levels? I think so, just like every other skill. It should take time and energy to make a skill shine. But it should definitely outgrow this at higher levels, or it will be pointless.
Should certain runes make it faster and/or more mana efficient (although we know the Wizard will not be using mana, but right now we do not know what it will be using)?
i think nerfing teleport is a terrible idea...yes it allowed the sorceress to zip through dungeons, get away from situations easily, and be a main pick for mfing.
i think that is why they are changing it and adding a cooldown, because it made the sorc the number one pick for mfing, and they said this plenty of times (they dont want you to have to pick a certain class to play the game, but want you to do anything with any class), theyve stressed this so much that it has become annoying, its just game mechanics
smarter to mf with a sorc (pre enigma), tank with a barb, uber with a smiter, cow with a zon...bc some characters are just stronger than others at certain things
with a 9 second cooldown, teleport just seems worthless, and think about it so far from what we've seen if you get into a tight situation the barb has high life to handle that or he can just leap away, the monk is similar to the barb in the fact that he has to be involved in a fight in order to use his more powerful attacks, and the witch doctor can scare monsters away or even use zombie wall, the sorc on the other hand will have to run...and whats the point of nerfing tele if in the end the sorc will just run away from situations...its stupid and takes away from gameplay
tele; just like stated before, is a way to manipulate the situation in your favor, by getting to a better position and with such a huge cooldown and monsters being faster like they said i dont see how teleport will be usefull at all
I'm sorry, but going through walls is not skiping story and stuff. Its skipping content entirely. The ability to just simply warp through everything in a dungeon is game breaking.
I think you CANT go through walls... you need to open door lol, but Emilemil1 bring a great idea : rune can change skill propriety !!
Well one of the fixes for teleport is that you cant tele to places you cant see...
From the way i think D3 is going to be, teleporting through a whole dungeon just to kill the boss would be worthless.
What i mean to say is, the "Teleport fix" is actually gameplay changes such as killing 100 monsters profits you more than killing one boss. Blizz has to play with the XP and MF (items) you get from each boss and monster you kill and by doing so, teleport is fixed...
Blah i know i didnt explain it good so deal with it.
Well one of the fixes for teleport is that you cant tele to places you cant see...
From the way i think D3 is going to be, teleporting through a whole dungeon just to kill the boss would be worthless.
What i mean to say is, the "Teleport fix" is actually gameplay changes such as killing 100 monsters profits you more than killing one boss. Blizz has to play with the XP and MF (items) you get from each boss and monster you kill and by doing so, teleport is fixed...
Blah i know i didnt explain it good so deal with it.
i understood what u said 100% and it is correct, if they make mfing only viable by killing act bosses then tele is still gonna stand strong, but if they make good items drop from random kills then teleport wont be needed as much (except for rushing, which i think they might find a way to stop that, but yes if all monsters drop good loot then tele problem fixed
If you don't believe me see the video I posted, explains everything.
mmm sorry but I don't see that !!! rewatch your link lol...
It's just unlogic to have mirror image with tele, when you already have that spell... It's mean if I put a rune in spell "mirror image" I will be able to teleport ???????????
I think the intended use for teleport ever since diablo 1
was to put distance between enemies when you were a sorceror (although warriors can use it to chase, i dont even believe that was an intended use cuz its huge magic requirement)
it was no problem going through walls in diablo 1 with it, since it created distance and if you werent prepared for it the enemies on the other side woulda instant kill you lol
that and there was no mana regeneration in 1, so teleport cost way more than it does in diablo 2 or so far in 3
in diablo 2 on the other hand there were less enemies occupying less space
so even if some mobs could instant kill you, you most likely werent gonna run into them or get surrounded
that and the lvls in diablo 2 are like mazes that are meant to be run through for experience and items
so skipping all the enemies probaly wasnt an intended use
diablo 2 probaly just kept it cuz the sorceress was so fragile, so just like in diablo 1 it was meant to maintain distance
the problem with what they did was, they ported the exact spell from diablo 1 to diablo 2 with absolutely no changes at all
this time they are making changes to the spell so its used to maintain distance and nothing else
the best way to do this is by having a huge cooldown on the spell between uses, so even if you can traverse walls it can and will get you killed sometimes since you cant teleport out
however thats the main spell's use
i believe the power type rune now reduces the cooldown drastically cuz it turns the teleport into an attack
so now they are giving intended uses depending on the type of runes you add to it
still from what i seen in an interview with jay wilson about runes way back then
the power type rune gave teleport like a 2 second cooldown which may overpower teleport drastically, no matter how late in the game you get it
so i just hope they changed that, but basically
the balances should keep a use in the spells, but add more uses when you add runes to them
Nice, I think Blizzard did good by making it a 9 second cooldown. I never really liked the idea of teleporting through everything, just to get to the end.
Seems like they are putting some huge limits to Teleport as expected. In Diablo 3 it will only be a minor boost to traveling and going trough obstacles BUT the main use will be escaping dangerous situations.
Good change for the content skipping whats going on in Diablo 2.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
But the main change is just the technical ones. Can you teleport through walls? Hopefully not. Thats whats really important. I have nothing about teleport over a gap, creating some shortcuts, but skipping just anything thats in your way is so, so, SO dumb.
Weaseling out of things is important to learn. It's what separates us from the animals... except the weasel.
- Homer Simpson
You do realize that they've said early on that they're going to make it fully possible to skip the content of Diablo III, so that the people who want to do the story and all can, and everyone else that's been playing the game for a long time is not forced to? I don't know if they're still sticking to it, but that's the last I heard on it, which was last year some time. I don't see why this should be an issue, then. (Not that it looks like I'm going to want to skip it all, because so far it's looking very good.)
Not letting Teleport go through walls, obstacles, and so on, and placing a huge time limit on it like this is making the skill nearly useless. I can understand the radius limitation, but not letting you go through walls, when there are so many of them, as well as obstacles- there just won't be much a point any more and I can promise you it would be a useless skill like Telekinesis is in Diablo II.
It's too much of an extremist approach to it.
Are you kidding me?
Teleport is the fastest way to get from point A to point B. You can just instantly move yourself around, and don't forget RUNES.
I'm sorry, but going through walls is not skiping story and stuff. Its skipping content entirely. The ability to just simply warp through everything in a dungeon is game breaking. I have a hard time to believe you defend that. You see nothing wrong with a SINGLE ABILITY that allows you to skip through so much things?
The main use for the vanilla Teleport is to get yourself instantly in a favorable position, or out of a dangerous situation. Runes can completely change the focus of the spell, and make it even more powerful in various situations.
It still looks like an amazing spell, but BALANCE for once.
Which I am not contesting, because I think that puting too much limitation on it completely ruins the idea you just stated.
A viable argument, but, since the topic was never raised, I think I was right to assume that we were talking about the base skill, not how it functions with different runes on it. But now that you've raised it, see further along in this post...
Which is why I said "content".
Since that's what it's supposed to do at its apex, no, I have no argument against it.
Which shouldn't be extreme, like was mentioned.
If we are talking about the inclusion of runes in this discussion, and not the base skill, the argument here has to change entirely. It introduces new questions which have not yet been asked in this thread:
Should it be slow and fairly useless at low levels? I think so, just like every other skill. It should take time and energy to make a skill shine. But it should definitely outgrow this at higher levels, or it will be pointless.
Should certain runes make it faster and/or more mana efficient (although we know the Wizard will not be using mana, but right now we do not know what it will be using)?
i think that is why they are changing it and adding a cooldown, because it made the sorc the number one pick for mfing, and they said this plenty of times (they dont want you to have to pick a certain class to play the game, but want you to do anything with any class), theyve stressed this so much that it has become annoying, its just game mechanics
smarter to mf with a sorc (pre enigma), tank with a barb, uber with a smiter, cow with a zon...bc some characters are just stronger than others at certain things
with a 9 second cooldown, teleport just seems worthless, and think about it so far from what we've seen if you get into a tight situation the barb has high life to handle that or he can just leap away, the monk is similar to the barb in the fact that he has to be involved in a fight in order to use his more powerful attacks, and the witch doctor can scare monsters away or even use zombie wall, the sorc on the other hand will have to run...and whats the point of nerfing tele if in the end the sorc will just run away from situations...its stupid and takes away from gameplay
tele; just like stated before, is a way to manipulate the situation in your favor, by getting to a better position and with such a huge cooldown and monsters being faster like they said i dont see how teleport will be usefull at all
I think you CANT go through walls... you need to open door lol, but Emilemil1 bring a great idea : rune can change skill propriety !!
From the way i think D3 is going to be, teleporting through a whole dungeon just to kill the boss would be worthless.
What i mean to say is, the "Teleport fix" is actually gameplay changes such as killing 100 monsters profits you more than killing one boss. Blizz has to play with the XP and MF (items) you get from each boss and monster you kill and by doing so, teleport is fixed...
Blah i know i didnt explain it good so deal with it.
??? She has already a skill for mirror images, I doubt that a rune on teleport skill will do the same thing as an other skill !!
i understood what u said 100% and it is correct, if they make mfing only viable by killing act bosses then tele is still gonna stand strong, but if they make good items drop from random kills then teleport wont be needed as much (except for rushing, which i think they might find a way to stop that, but yes if all monsters drop good loot then tele problem fixed
mmm sorry but I don't see that !!! rewatch your link lol...
It's just unlogic to have mirror image with tele, when you already have that spell... It's mean if I put a rune in spell "mirror image" I will be able to teleport ???????????
was to put distance between enemies when you were a sorceror (although warriors can use it to chase, i dont even believe that was an intended use cuz its huge magic requirement)
it was no problem going through walls in diablo 1 with it, since it created distance and if you werent prepared for it the enemies on the other side woulda instant kill you lol
that and there was no mana regeneration in 1, so teleport cost way more than it does in diablo 2 or so far in 3
in diablo 2 on the other hand there were less enemies occupying less space
so even if some mobs could instant kill you, you most likely werent gonna run into them or get surrounded
that and the lvls in diablo 2 are like mazes that are meant to be run through for experience and items
so skipping all the enemies probaly wasnt an intended use
diablo 2 probaly just kept it cuz the sorceress was so fragile, so just like in diablo 1 it was meant to maintain distance
the problem with what they did was, they ported the exact spell from diablo 1 to diablo 2 with absolutely no changes at all
this time they are making changes to the spell so its used to maintain distance and nothing else
the best way to do this is by having a huge cooldown on the spell between uses, so even if you can traverse walls it can and will get you killed sometimes since you cant teleport out
however thats the main spell's use
i believe the power type rune now reduces the cooldown drastically cuz it turns the teleport into an attack
so now they are giving intended uses depending on the type of runes you add to it
still from what i seen in an interview with jay wilson about runes way back then
the power type rune gave teleport like a 2 second cooldown which may overpower teleport drastically, no matter how late in the game you get it
so i just hope they changed that, but basically
the balances should keep a use in the spells, but add more uses when you add runes to them
Be my Buddy =^.^=
the power rune reduced the cooldown to like 2 seconds, plus turned it into a damaging spell too
i wonder if they still have that in there lol
Be my Buddy =^.^=