?
If i got Dimebogs post right, a cooldown is exactly the thing that makes people wait before approaching difficult situations. The party just waits until everone in the group has just recharged his TP, so everyone can use his TP at least once to escape. So a CD doesnt prevent Tps from beeing whored, it just causes the whore to wait more often...
This is why i voted for no TPs while in a fight at all.
You are right. But if you can TP after or before battle, people would just use it to recover the HP/MP in the middle of a dungeon. And thats sux alot.
If you get hurted heavely injured in battle, you have too move foward and kill for orbs, not go back to city. If you die looking for the precious life saving orbs, too bad, be more carefull and skilled next time : )
You have waypoints everywhere, you have easy means back to combat, you have easy means to spawn next to your friend in dungeons.... You don't need an easy way out.
I'd maybe settle for TPs in open areas. But it should be restricted in dungeons, and areas that are completely random-generated. I think it should add to the suspense. Remember how you couldn't just TP your way out of combat from 10 monsters which are faster than you, and how it made you feel? Well, it's for the different reasons, but the point remains.
any of you ever play single player? i downloaded median xl and it is impossible to beat duriel without tping, and tps are strategic moves and help me when i fill up inv to sell shit for gold i need
And potions (if there are some) should be rare and expansive, so people dont use TPs just to buy potions on regular basis.
The only time when TPs make sense is a full inv.
On the other hand... spammig potions was alot of fun, it was more like an subconscious meditation while the fingers are clicking... I remember sometimes i was momentary nodding off, but hey... my fingers still auto spammed potions when needed... lol..
Same for Tetris Inv... total Zen Autopilot...
why wouldnt they make sense in combat... it makes complete sense to run back to town to get healed with a town portal, or to escape danger etc.
I see no problem in keeping town portals as they always have been. However, they should decrease the drop rate. I just got finished playing through Diablo II just past to the Deckard Cain quest and have about 20 town portals. That is after frequent and liberal use of traveling back and forth. I never realized just how much they drop! Almost as much as gold, well, at least in my particular game.
On the other hand:
2 of 5 partymembers are at 25% health and the party is about to arrive at a boss.
Those 2 players are asked to suicide/revive before the boss encounter, because the party needs all members at full health to stand a chance. ...pressures group dynamic... ;=)
They have already stated that before important fights we're gonna find HP/MP restoring stuff like D2's wells.
And i really don't know with we gonna have passive regeneration. It does not makes sense to me once people would just stand and wait the HP regen when things getting difficult. That would make the game easy and tedious, except if they implemented GW's system wich really works, but it is totally out of question for D3.
The barbarian in the demo had one passive regen skill, but it's just a demo anyway.
I'm totally in favor of TP's end. Of course they must creat solutions to some problems, like we must have a way to sell stuff or else our inventories wlil be always full. But i'm very confident about their work in this part of the game.
Well as an aside and speaking of passive health regeneration, I agree it shouldn't regenerate especially because of the health orbs, however the thing that always bugged me about Diablo 2 is that when you used a potion it didn't refill instantly, it slowly refilled your health. I spent time dying because of that... At least we have health orbs!
I like the idea of being unable to buy Town Portals from vendors. If they were kept as really special drops that began appearing in Nightmare, they may even become the new Diablo currency.
"Hey, man. I'll trade you my Uber Windforce for 38 town portals."
We'll also start seeing common game names: "brg tp x8"
Why not just make town portals non usable while in combat? That way I can still haul loot or go back to buy whatever but I can't escape battle.
So they can only be used when a monster or player hasn't actively attacked you or tried to attack you within 5-10 seconds. Something like that.
but as i have said, thats not really realistic... if ur about to die the best thing would be to retreat into a tp... i like that aspect of the game. perhaps they could make it so that monsters are able to follow you through the tp?>
Quote from "TheBuzzSaw" »
I like the idea of being unable to buy Town Portals from vendors. If they were kept as really special drops that began appearing in Nightmare, they may even become the new Diablo currency.
"Hey, man. I'll trade you my Uber Windforce for 38 town portals."
We'll also start seeing common game names: "brg tp x8"
The same goes with TP. But in D1, you can learn the spell, thats the flaw.
Yes, but you can't really cast it if you are being attacked. In fact, from dungeon level 9 and onwards, escaping a group of mobs via TP is almost impossible. They are faster than you and will kill you if you try to stand still and cast and navigate etc. The sole fact that you can't use TP as your way out of combat in D1 most of the time is what makes it so much more intense than D2, even though you can always save your game at any point in the game as many times as you like. It was always a gamble.
Quote from "ojingeo" »
Well as an aside and speaking of passive health regeneration, I agree it shouldn't regenerate especially because of the health orbs, however the thing that always bugged me about Diablo 2 is that when you used a potion it didn't refill instantly, it slowly refilled your health. I spent time dying because of that... At least we have health orbs!
That was D2's 'solution' to the potion-spamming problem. Unfortunately it didn't help too much. It was still a great improvement over D1's system.
There's the Teleport spell that clearly avoids situations, as does the SlowTime spell.
Was gonna suggest "Nerf casting time so the spell can fizzle during combat," but I'm not sure that's the direction they want to go. Cause that's all about scenes of fail, and the scenes they've presented are win.
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My five-point rating system: Yay, Kay, Meh, Erm, Gleh
Just so I'm clear, the reason that the TP spell in Diablo was hard to cast in combat was because you had to select where to cast it right? It's been a while since I've used that spell.
The reason why Diablo 2 wasn't near impossible was because of the ability to "TP". So I want them to stay.
You want TPs to stay in Diablo 2 because it would be impossible without them? That sounds reasonable. Don't see how it has anything to do with D3 though.
You want TPs to stay in Diablo 2 because it would be impossible without them? That sounds reasonable. Don't see how it has anything to do with D3 though.
Perhaps you misunderstood me, or I just made myself unclear. I want town portals to stay since Diablo 3, which will probably be very similar to Diablo 2, will probably have its hard parts that will probably bring me to near suicide without TPs.
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Respectful is a strong word...
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You are right. But if you can TP after or before battle, people would just use it to recover the HP/MP in the middle of a dungeon. And thats sux alot.
If you get hurted heavely injured in battle, you have too move foward and kill for orbs, not go back to city. If you die looking for the precious life saving orbs, too bad, be more carefull and skilled next time : )
A town portal should take 4 seconds to cast and cost 1,000,000 gold.
http://www.petitiononline.com/LANSC2/petition.html
You have waypoints everywhere, you have easy means back to combat, you have easy means to spawn next to your friend in dungeons.... You don't need an easy way out.
I'd maybe settle for TPs in open areas. But it should be restricted in dungeons, and areas that are completely random-generated. I think it should add to the suspense. Remember how you couldn't just TP your way out of combat from 10 monsters which are faster than you, and how it made you feel? Well, it's for the different reasons, but the point remains.
why wouldnt they make sense in combat... it makes complete sense to run back to town to get healed with a town portal, or to escape danger etc.
So they can only be used when a monster or player hasn't actively attacked you or tried to attack you within 5-10 seconds. Something like that.
Good luck getting far enough away from these agile bastards to cast a TP.
To the point where you give someone a TP and they are like "THANKS MAN"
Good idea I like it and your second post.... wow, I guess you are one of the rare exceptions where post count means nothing.
+rep for that idea... I think that is what we very well may see.
They have already stated that before important fights we're gonna find HP/MP restoring stuff like D2's wells.
And i really don't know with we gonna have passive regeneration. It does not makes sense to me once people would just stand and wait the HP regen when things getting difficult. That would make the game easy and tedious, except if they implemented GW's system wich really works, but it is totally out of question for D3.
The barbarian in the demo had one passive regen skill, but it's just a demo anyway.
I'm totally in favor of TP's end. Of course they must creat solutions to some problems, like we must have a way to sell stuff or else our inventories wlil be always full. But i'm very confident about their work in this part of the game.
"Hey, man. I'll trade you my Uber Windforce for 38 town portals."
We'll also start seeing common game names: "brg tp x8"
LOLOLOLOL
http://www.petitiononline.com/LANSC2/petition.html
but as i have said, thats not really realistic... if ur about to die the best thing would be to retreat into a tp... i like that aspect of the game. perhaps they could make it so that monsters are able to follow you through the tp?>
that would be unbelievably gay...
That was D2's 'solution' to the potion-spamming problem. Unfortunately it didn't help too much. It was still a great improvement over D1's system.
Was gonna suggest "Nerf casting time so the spell can fizzle during combat," but I'm not sure that's the direction they want to go. Cause that's all about scenes of fail, and the scenes they've presented are win.
Perhaps you misunderstood me, or I just made myself unclear. I want town portals to stay since Diablo 3, which will probably be very similar to Diablo 2, will probably have its hard parts that will probably bring me to near suicide without TPs.