I've just started playing with the Wizard, I find him (in my case is a "he" :P) pretty fun to play with, but I noticed that his teleport kinda sucks.
It feels like, you cant teleport to a place that doesnt have a straight obstacle-free line in the terrain.. or something like that, its like you run really fast, but you are not really teleporting to that place at all.
Its kind of hard to explain in words but.. if you played him before, Im sure you understand.
Same reason I think that I didn't like the charging ability for the Monk. She'd suddenly stop halfway to where I clicked her to go or something seemingly in the background would totally put a halt on my path.
the key thing about teleport is that it functions like any fast movement ability in the game (leap, vault, etc...).
It is designed so you can cover x distance instantly. There is a range and there are limitations. This is done as these abilities could easily break the game.
The basic limitations are that they must be on the same level of 3d space as you unless it crosses paths with stairs directly ( you need to teleport through that space). The target destination must also be a maximum range from your current position (this is about the same range as a disintegrate).
If it would bypass the 3d space omg the champ packs I could kill with absolute ease. as for the range well I think it could go a little farther but again its in tune with other abilities of this type.
edit: Also there are terrain bugs similar to the old blink bugs in wow. Sometimes when there is a terrain change or you are on the edge of a randomized square in the area you will teleport that far and stop.
My guess is that is designed that way, so people can't teleport to another room through a wall or something like that... the idea is that you can get far really fast, but not too far so it becomes an easy way out of everything
I don't mind not being able to teleport nonstop. What I don't like is that teleport, like other class' "movement" spells, should break you out of CC. However, when I teleport away from being jailed, I end up jailed further away. Whereas my WD and DH friends keep on running. I guess the teleport runes add more functionality than those for the other classes, so this is really a minor complaint.
You cannot teleport over certain things a barbarian can leap over. Try the pits in Izual's room, thats when I truly learned about that.
Pathetic. Teleport has basically nothing unique and good about it and has a ridiculous cooldown AND a AP cost (albeit a small one). Leap is so much better in every way.
You cannot teleport over certain things a barbarian can leap over. Try the pits in Izual's room, thats when I truly learned about that.
Pathetic. Teleport has basically nothing unique and good about it and has a ridiculous cooldown AND a AP cost (albeit a small one). Leap is so much better in every way.
I think this is something i would love to know if its a bug or intended. with so many rules I can see it being ironed out over time but again, bug or not (either way it sucks when it happens)
You cannot teleport over certain things a barbarian can leap over. Try the pits in Izual's room, thats when I truly learned about that.
Pathetic. Teleport has basically nothing unique and good about it and has a ridiculous cooldown AND a AP cost (albeit a small one). Leap is so much better in every way.
I was thinking the same, I played Barb a lot, and when I faced those "impossible to teleport" spots on the ground 3 feets away I thought to myself: "Im sure that my barb could leap there...".
I don't mind not being able to teleport nonstop. What I don't like is that teleport, like other class' "movement" spells, should break you out of CC. However, when I teleport away from being jailed, I end up jailed further away. Whereas my WD and DH friends keep on running. I guess the teleport runes add more functionality than those for the other classes, so this is really a minor complaint.
The analogous move for DH is vault, which like teleport, cannot break the jailed effect though it can cause the effect to fail to land if timed correctly. In fact vault cannot even be used when jailed. Smokescreen isn't a "movement" ability, at least from the way blizzard designs them, it is a damage reduction ability, in this case 100% for 1 sec. So from a cross class skill perspective. The movement ability for the Demon Hunter and Wizard are close in function, wizards could use a short cooldown to match better, but that is another topic.
Now the witch's doctors movement ability also has a damage reduction ability attached to it with a crowd control break plus some very nice runes so the complaint there is very valid.
The cursed hold is a perfect example for this. There are these walls with bars in them, you can watch through the walls and see monsters etc. but only teleport in there, if the door is already broken.
Hmm, guess they changed that from the beta. In the beta you could leap through barred walled if you clicked far enough away from the bars.
the key thing about teleport is that it functions like any fast movement ability in the game (leap, vault, etc...).
It is designed so you can cover x distance instantly. There is a range and there are limitations. This is done as these abilities could easily break the game.
The basic limitations are that they must be on the same level of 3d space as you unless it crosses paths with stairs directly ( you need to teleport through that space). The target destination must also be a maximum range from your current position (this is about the same range as a disintegrate).
If it would bypass the 3d space omg the champ packs I could kill with absolute ease. as for the range well I think it could go a little farther but again its in tune with other abilities of this type.
edit: Also there are terrain bugs similar to the old blink bugs in wow. Sometimes when there is a terrain change or you are on the edge of a randomized square in the area you will teleport that far and stop.
totally invalid argument.
I take the Cursed hold for example. I can be at the top of the door that leads too Halls of agony lvl 3, and teleport down. without going by the stairs. sometimes it works, sometimes it dosen't and the fact that unlike every other movement ability in the game, it has a 16 second cooldown rather than a 15 sec cooldown means IMO it should do something the others don't like, go some places the others don't, or go farther etc, but no it's the least effective movement option, (as said earlier a barb can leap over some things a wizard can't like he can leap from right on top of the door to the cave of aranea to the door below wich is reall farther than 35 yard),
in the halls of agony, there are some places the I am above the champs and they are down, but no immediate stairs near, I can blizzard/Hydra spam all the way and the only thing they can do is their special abilities/except mortar/electrified who dosen't go where I am) AND I can TP/Leap down there and up, making these champion packs laughable totally breaking your argument.
While vault isn't as powerful it dosen't have a CD so that makes up for it, and Spirit walk, wel it breaks any debuffs, snares,freezes,root effects, and leaves a decoy that have 50% of your life behind so while you are running you don't have 25 mobs running after you, so really the one thing I don't understand, is why does a simple breakable objects blocks my path of teleport? it even says in the tooltip ''Teleport throught the ether to your destination up to 35 yards away'', IYAM, when you go through the ether, nothing can block your way, walls, barrels, wallers walls, any obstacle, dosen't exist in the ether. If really they wanted that every little stone in the path blocks your teleport, should have just called it ''blink''...
Really unnaceptable that a melee class that can stand more hits have an evasion ability that works better, on a lesser cooldown, and that do not cost ressource and even grants it, while a ranged class that gets 3-4 shotted in inferno, has one that is less efficient on a longer cooldown AND use ressource (and quite a lot with Wormhole, while in the moddle of battle you probably won't be able to teleport all 4 times anyway especially if you use energy armor(and who dosen't in inferno really))
eh wormhole + illuisionist = win. so what if tele doesnt break cc when i can cast it 3 times per cd and have my cd reset basicly any time i take dmg. oh and if it "bugs out" and you dont move very far with wormhole you can get 4 casts off in one cd if your quick enough.
Teleport with illusionist is great for act 2 - 4 inferno. I use it with fracture and when you don't need to get out of a sticky scneario, you can use it as mirror image. It actually is good. Just because an ability doesn't work the way you think it should work doesn't mean it is broken, just use some imagination. To the other posters arguing about whether or not leap or (X) ability is better.... wizards do not have those abilities so that is of zero practical value to this discussion.
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It feels like, you cant teleport to a place that doesnt have a straight obstacle-free line in the terrain.. or something like that, its like you run really fast, but you are not really teleporting to that place at all.
Its kind of hard to explain in words but.. if you played him before, Im sure you understand.
What do you think?
Ha. Bagstone.
Siaynoq's Playthroughs
It is designed so you can cover x distance instantly. There is a range and there are limitations. This is done as these abilities could easily break the game.
The basic limitations are that they must be on the same level of 3d space as you unless it crosses paths with stairs directly ( you need to teleport through that space). The target destination must also be a maximum range from your current position (this is about the same range as a disintegrate).
If it would bypass the 3d space omg the champ packs I could kill with absolute ease. as for the range well I think it could go a little farther but again its in tune with other abilities of this type.
edit: Also there are terrain bugs similar to the old blink bugs in wow. Sometimes when there is a terrain change or you are on the edge of a randomized square in the area you will teleport that far and stop.
But yeah the rest of the problems with it I think are valid complaints.
Siaynoq's Playthroughs
Maybe this way, the teleport is balanced somehow.. but.. its quite boring to use.
Siaynoq's Playthroughs
You cannot teleport over certain things a barbarian can leap over. Try the pits in Izual's room, thats when I truly learned about that.
Pathetic. Teleport has basically nothing unique and good about it and has a ridiculous cooldown AND a AP cost (albeit a small one). Leap is so much better in every way.
I think this is something i would love to know if its a bug or intended. with so many rules I can see it being ironed out over time but again, bug or not (either way it sucks when it happens)
I was thinking the same, I played Barb a lot, and when I faced those "impossible to teleport" spots on the ground 3 feets away I thought to myself: "Im sure that my barb could leap there...".
Seems like I wasnt so wrong after all.
The analogous move for DH is vault, which like teleport, cannot break the jailed effect though it can cause the effect to fail to land if timed correctly. In fact vault cannot even be used when jailed. Smokescreen isn't a "movement" ability, at least from the way blizzard designs them, it is a damage reduction ability, in this case 100% for 1 sec. So from a cross class skill perspective. The movement ability for the Demon Hunter and Wizard are close in function, wizards could use a short cooldown to match better, but that is another topic.
Now the witch's doctors movement ability also has a damage reduction ability attached to it with a crowd control break plus some very nice runes so the complaint there is very valid.
Hmm, guess they changed that from the beta. In the beta you could leap through barred walled if you clicked far enough away from the bars.
totally invalid argument.
I take the Cursed hold for example. I can be at the top of the door that leads too Halls of agony lvl 3, and teleport down. without going by the stairs. sometimes it works, sometimes it dosen't and the fact that unlike every other movement ability in the game, it has a 16 second cooldown rather than a 15 sec cooldown means IMO it should do something the others don't like, go some places the others don't, or go farther etc, but no it's the least effective movement option, (as said earlier a barb can leap over some things a wizard can't like he can leap from right on top of the door to the cave of aranea to the door below wich is reall farther than 35 yard),
in the halls of agony, there are some places the I am above the champs and they are down, but no immediate stairs near, I can blizzard/Hydra spam all the way and the only thing they can do is their special abilities/except mortar/electrified who dosen't go where I am) AND I can TP/Leap down there and up, making these champion packs laughable totally breaking your argument.
While vault isn't as powerful it dosen't have a CD so that makes up for it, and Spirit walk, wel it breaks any debuffs, snares,freezes,root effects, and leaves a decoy that have 50% of your life behind so while you are running you don't have 25 mobs running after you, so really the one thing I don't understand, is why does a simple breakable objects blocks my path of teleport? it even says in the tooltip ''Teleport throught the ether to your destination up to 35 yards away'', IYAM, when you go through the ether, nothing can block your way, walls, barrels, wallers walls, any obstacle, dosen't exist in the ether. If really they wanted that every little stone in the path blocks your teleport, should have just called it ''blink''...
Really unnaceptable that a melee class that can stand more hits have an evasion ability that works better, on a lesser cooldown, and that do not cost ressource and even grants it, while a ranged class that gets 3-4 shotted in inferno, has one that is less efficient on a longer cooldown AND use ressource (and quite a lot with Wormhole, while in the moddle of battle you probably won't be able to teleport all 4 times anyway especially if you use energy armor(and who dosen't in inferno really))
I've never had a problem with barbs Leap, but for some reason can't do same things with Teleport.
Anyway, I think they are aware of this problem.