Sure, it's easy to think of effects for skills that actually do things, but what kind of changes will happen with teleport?
All I can think of is maybe doing a small burst of arcane damage and knockback at the point of appearance.
Also, maybe you can use it to teleport stuff away from you. "Bye bye, skeleton!" *SHWING* and it's gone.
Other possibilities could be reduced resource cost or reduced cooldown. Actually do runes have those kind of effects or only things that actually alter the skill itself ?
Other possibilities could be reduced resource cost or reduced cooldown. Actually do runes have those kind of effects or only things that actually alter the skill itself ?
No you are right, there are runes that reduce costs of spells, such as the wizards ray of frost, costs less but does slightly less dmg if i remember correctly
Yeah, but those effects are boring. I'm sure we can think of funner ones. Like maybe you go all Back to the Future and leave a trail of fire between the start and end points.
Yeah, but those effects are boring. I'm sure we can think of funner ones. Like maybe you go all Back to the Future and leave a trail of fire between the start and end points.
Well, they have that too =) kind of. One rune on the wizards disintegrate spell leaves a pool of lava at the feet of the wizard it looks like, on a gameplay video =P
Just a few ideas that I think could be fun and interesting to use:
-Alabaster rune: Reduces cooldown and range of teleport.
-Crimson rune: Stuns monsters in the area you teleport from and knocks back monsters in area you teleport to.
-Golden rune: Speeds up Arcane Power regeneration for a few seconds after teleport was cast.
-Indigo rune: Exchanges position with a monster if the spell is cast on a monster.
-Obsidian rune: Grants a temporary shield after you've teleported somewhere.
I saw that, but that was disintegrate, and involved a pool rather than a line. :|
I got it, I got it. Your teleport becomes Leisurely Stroll. You walk calmly to your destination. Once there, you stop walking. If you are attacked along the way, you take damage. If you make it all the way without getting hit, you remain at the same level of health or higher than when you started.
-Teleports leaving a path of destruction that dmges enemies, and mybe could also knock them away from it.
-Within the next 5 seconds on casting teleport, the wizard can cast it again to return to te original position.
Alabaster - When you cast teleport you snare everyone in x range around where you teleport from and have a chance to freeze everyone in a y range of where you teleport to.(strength of snare, chance to freeze, and ranges x and y increase with rune level)
Obsidian - You deal shadow damage and have a chance to blind everyone at your destination.(Damage and chance to blind increases with rune level)
Golden - Reduces cost and cooldown of Teleport.
Indigo - When you cast teleport, it makes you invisible and creates a duplicate of you that has 1/2 your health, takes double damage, and deals 1/4 your damage, but repeatedly fires off whichever offensive spells you have on your bars at enemies. Copy only lasts a short time and once your copy expires or dies, your invisibility ends.(length of time increases with rune level)
Crimson - Casting teleport also casts the 'meteor' spell at the location you teleported from dealing damage equal to a meteor cast by a wizard x levels below you.(X reduces with rune level)
All I can think of is maybe doing a small burst of arcane damage and knockback at the point of appearance.
Also, maybe you can use it to teleport stuff away from you. "Bye bye, skeleton!" *SHWING* and it's gone.
As far as the damage goes, that's already been implemented. check out the youtube channel on this website you'll see a damaging teleport =)
No you are right, there are runes that reduce costs of spells, such as the wizards ray of frost, costs less but does slightly less dmg if i remember correctly
Well, they have that too =) kind of. One rune on the wizards disintegrate spell leaves a pool of lava at the feet of the wizard it looks like, on a gameplay video =P
-Alabaster rune: Reduces cooldown and range of teleport.
-Crimson rune: Stuns monsters in the area you teleport from and knocks back monsters in area you teleport to.
-Golden rune: Speeds up Arcane Power regeneration for a few seconds after teleport was cast.
-Indigo rune: Exchanges position with a monster if the spell is cast on a monster.
-Obsidian rune: Grants a temporary shield after you've teleported somewhere.
I got it, I got it. Your teleport becomes Leisurely Stroll. You walk calmly to your destination. Once there, you stop walking. If you are attacked along the way, you take damage. If you make it all the way without getting hit, you remain at the same level of health or higher than when you started.
-Within the next 5 seconds on casting teleport, the wizard can cast it again to return to te original position.
You teleport inside the target monster and explode out of it in x seconds in arcane form dealing X arcane damage
You teleport yourself and X amount of allies to target location
You teleport X amount of monsters to target location
You teleport and go invisible for X seconds
You teleport Gain % cast speed for X seconds
You teleport and gain % attack for X seconds
Your teleport costs less arcane power
Your teleport leaves a arcane rift behind that pulls in monsters and explodes in x seconds
Your teleport makes clones of you as well
and finally my most ridiculous idea... For PvP your teleport teleports the target player into hardcore inferno mode next to 100 champions and a boss.
Obsidian - You deal shadow damage and have a chance to blind everyone at your destination.(Damage and chance to blind increases with rune level)
Golden - Reduces cost and cooldown of Teleport.
Indigo - When you cast teleport, it makes you invisible and creates a duplicate of you that has 1/2 your health, takes double damage, and deals 1/4 your damage, but repeatedly fires off whichever offensive spells you have on your bars at enemies. Copy only lasts a short time and once your copy expires or dies, your invisibility ends.(length of time increases with rune level)
Crimson - Casting teleport also casts the 'meteor' spell at the location you teleported from dealing damage equal to a meteor cast by a wizard x levels below you.(X reduces with rune level)