Yeah, I play single player or with a group with two other people. I have no interest in PVP. I have no interest in speed running the game.
What I do have an interest in are tedious level designs. Diablo 2's only problem is Act 3. It was terrible. The random layout nature coupled with the fact that generally only one path worked (and, generally, that one path was incredibly unintuitive, hidden, or just in a bad spot) just made the act terrible.
The only remedy was Teleport. Or Barbarian jump. That worked.
Here's the thing. I don't care how long the cooldown for teleport is as long as nothing in the world is like Act 3. I don't want a jungle unless it's wide open OR it has multiple branching paths that lead to the same area. I don't want mazes unless the maze is more of an aesthetic than a puzzle (Titan Quests Minoan Labyrinth as an example).
All I want is a game that lacks those things. Without them you can do away with teleport. With them then I better get an instant cast teleport with no cooldown time that takes so little mana that my natural mana regen will be more than enough to take me across the terribleness that is that area. That's all.
By the way, any argument against teleport that uses D2 as an example is fundamentally flawed. This is a different game. To expect the same mechanics to occur in a sequel to a game that is almost 10 years old is stretching it a good deal.
Edit: Of course there will be exploits that people will find and abuse. That happens to all games. Period. Putting artificial limits on things because someone might exploit something is poor. The game should be about fun, not about putting limits on what others can do.
Well, I am "seriously" hoping that we won't see anything like D2 in terms of mazes in the first place, but from the looks of it, D3 is built a lot better. And yes, -NOTHING- like Act 3, by all gods, please. That act sucked bad.
Teleport really needs some cool down time. Maybe not 9 seconds haha but at higher levels maybe like 1-2 seconds. That way the sorc can't just spam teleport in duels and just spray and pray spells and run to the cold plains and back. An option would be make each skill work differently in pvm and pvp. PvM make the cool down lower, like .5 seconds or something at high levels. But PvP needs to be taken care of and really need's different rules then PvM cause as is (I know its alpha or beta or whatever) 80% of the skills on all classes are total garbage for PvP.
Teleport really needs some cool down time. Maybe not 9 seconds haha but at higher levels maybe like 1-2 seconds. That way the sorc can't just spam teleport in duels and just spray and pray spells and run to the cold plains and back. An option would be make each skill work differently in pvm and pvp. PvM make the cool down lower, like .5 seconds or something at high levels. But PvP needs to be taken care of and really need's different rules then PvM cause as is (I know its alpha or beta or whatever) 80% of the skills on all classes are total garbage for PvP.
That emphasized sentence has great appeal to me, lol. Bashiok mentioned that Diablo III is not being developed for PvP, but they will work on better PvP than in previous games. I think a major issue that needs to be targeted, though, is that if the Wizard loses mobility and still has a huge lack in health and defense (like casters innately do) then they need to compensate for it to make it fair in some way so that you can still be a Wizard and be a good dueler, otherwise you're just applying melee rules to casters and that will never work.
appropriate rune.. means what? Rune reducing cooldown? That would be kinda dumb move by blizzard since thats the rune that everyone will probably have.
appropriate rune.. means what? Rune reducing cooldown? That would be kinda dumb move by blizzard since thats the rune that everyone will probably have.
From what I've seen, there is no such things are runes that changes stats. Cooldown, or just making your skill faster or stronger, are too simple for what RUNES are supposed to offer. They are intended to change how your skill work.
They are not making a thousands of runes to changes small stats, and stuff. When someone says runes, it means things like: explosion on arrival (offensive teleport), leave a mirror image behind, etc.
In my opinion, having cool down with any skills is not a good idea. There are many reasons why cool down isn't a good idea. One, its like warcraft, another is that, why would you have to wait just to use your skills? If you have enough mana to use it, than use it as much as your mana can allow you to.
limitations on skills shouldn't result in cool downs or anything else other than your mana capacity. Whats the point of having a cool skills if you have to wait every 9 sec to use it? this would just mean you would have to run away from battle and wait just so you can use it when time is up. Though it can be said the same with teleport if its usage is unlimited. Than again, it should just depend on mana capacity of one's character. I like the fact that you can do teleport like that in d2. Hopefully the game will change and balance out. No cool down for sure. It sucks and won't be fun to wait.
You instantly lost all credibility here. No one cares about one's opinion if thats the first thing he thinks about.
Its also really silly, because Diablo 2 skills (some) DO have cooldowns.
Quote from "exen88" »
why would you have to wait just to use your skills? If you have enough mana to use it, than use it as much as your mana can allow you to.
Lets see. Its called balance. It didn't occur to you that having the ability to use a skill again and again too many times in a row might be... too good?
Quote from "exen88" »
limitations on skills shouldn't result in cool downs or anything else other than your mana capacity. Whats the point of having a cool skills if you have to wait every 9 sec to use it?
The skill then becomes a tool that can be very useful in a bunch of situations, and requires some thinking to use, instead of just using it forever and constantly at anytime because its so good.
Quote from "exen88" »
I like the fact that you can do teleport like that in d2. Hopefully the game will change and balance out. No cool down for sure. It sucks and won't be fun to wait.
You are not waiting, you are fighting. Teleporting is the only thing a Wizard can do and certainly shouldn't be the only thing he does.
1) Teleport full-runs shouldn't be nearly as desired because of respecs. You don't have to keep rerolling characters every time you need a new build or ladder reset.
2) Teleport for boss-runs wasn't exactly a shining feature of the game. Heck BOSS RUNS are not a shining feature of the game. I think Blizzard will try to avoid rewarding players for running past mobs instead of fighting them.
3) Even if there is an overworld map as obnoxious as Act 3, the above ground areas are way more static than in D2 and so you wouldn't have nearly as much problem navigating and getting lost after the first few times.
I doubt their going to have a cooldown for regular teleport, but maybe they might for teleport with a rune in it, because that rune might give it some super powerful effect that needs a cooldown.
Rollback Post to RevisionRollBack
[SIGPIC][/SIGPIC]"The lord of murder shall perish, but in his death he shall spawn a score of mortal progeny. Chaos shall be sown in their footsteps"
-So sayeth the wise Alaundo
Have teleports cooldown reduced t 1 or 0 after the area has been explored. This would be the most logical solution. It forces you to explore te map and rewards you with faster travel after you have done so.
It was made clear the enviornment will change every game you join so you would have to rexplore the areas you would like to teleport faster in.
This would also solve the issue of "rushing" a character to the next dissiculty assuming that issue has not been resolved yet or will be one.
Maybe just make boss rushes have less for loots??
For example, you kill every single mobs through your way to Andy you get 5times the loots along with andy's loots. (Could be in terms of gold)
So, players can choose to clear or just rush. Just like doing runs in the pit in act1. You clear the whole area for the most loots or just rush to the chest in level 2.
Making the teleport slow just sucks, annoying and not fun. I dont mind investing points into tele to shorten the cooldown if they plan to do that. I think that is a fair call.
Some people seem to have this stuck in their head. Why should one class be so insanely superior at travelling? Besides, most of the time you shouldn't be travelling through empty spaces, there are monsters in your way all over the place.
There are no needs for silly additions so that you can use your teleport more often to move around faster.
Quote from "ANK" »
Maybe just make boss rushes have less for loots??
For example, you kill every single mobs through your way to Andy you get 5times the loots along with andy's loots. (Could be in terms of gold)
So, players can choose to clear or just rush. Just like doing runs in the pit in act1. You clear the whole area for the most loots or just rush to the chest in level 2.
Agree in a way. They just need to make it -worth it- to beat the crap out of everything in the way.
Another simple solution is to -force- people to kill things. Yup, thats right, kill stuff or you don't get to enter the boss' room. It might be seen as removing some freedom, but the ability to skip everything is just not needed.
If the wizard has teleport...and the barb has a run faster skill or a charge like we've seen...then the other characters have to have means to move around quickly as well...witch doctor and the monk should also have means to move around a map quickly...that's just me...
Rollback Post to RevisionRollBack
[SIGPIC][/SIGPIC]"Two things are infinite: the universe and human stupidity; and I'm not sure about the the universe." Einstein.
Oh, really? Did they say so? I'm seriously hoping they drop that feature from teleport, and it would make a heck of a lot of sense that they would. If they don't, it just scream abuses, no matter the cooldown.
It makes sense that teleport has a cooldown, but allows you to move through walls. Especially when the Barbarian has leap, which allows him to move fast through open areas. I guess they can make it like this to balance it all out.
Btw, I guessed about it working through walls.
Barbarian can go over holes, water, etc. Not through wall. Nothing should go through walls, in my opinion. What does this give you? Nothing but the ability to skip stuff easily like there is absolutely nothing in your way. Or to retreat -WAY- too easily out of a fight. Things like that.
Its just too much. Teleport wouldn't even be that broken with no cooldown if, at least, it didn't go through wall. Its just a thing D3 must not have, or I call it broken right away.
I originally wanted D3 to be designed in a way that limits rushing and repetative play as compared to D2.
When I heard that teleport would be delayed my first reaction was dissapointment. However, the more I think about it, the more I like the idea. The current primary use for teleport is to skip stuff, whether for rushing or mfing. Eliminating this ability will be good for the game.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What I do have an interest in are tedious level designs. Diablo 2's only problem is Act 3. It was terrible. The random layout nature coupled with the fact that generally only one path worked (and, generally, that one path was incredibly unintuitive, hidden, or just in a bad spot) just made the act terrible.
The only remedy was Teleport. Or Barbarian jump. That worked.
Here's the thing. I don't care how long the cooldown for teleport is as long as nothing in the world is like Act 3. I don't want a jungle unless it's wide open OR it has multiple branching paths that lead to the same area. I don't want mazes unless the maze is more of an aesthetic than a puzzle (Titan Quests Minoan Labyrinth as an example).
All I want is a game that lacks those things. Without them you can do away with teleport. With them then I better get an instant cast teleport with no cooldown time that takes so little mana that my natural mana regen will be more than enough to take me across the terribleness that is that area. That's all.
By the way, any argument against teleport that uses D2 as an example is fundamentally flawed. This is a different game. To expect the same mechanics to occur in a sequel to a game that is almost 10 years old is stretching it a good deal.
Edit: Of course there will be exploits that people will find and abuse. That happens to all games. Period. Putting artificial limits on things because someone might exploit something is poor. The game should be about fun, not about putting limits on what others can do.
That emphasized sentence has great appeal to me, lol. Bashiok mentioned that Diablo III is not being developed for PvP, but they will work on better PvP than in previous games. I think a major issue that needs to be targeted, though, is that if the Wizard loses mobility and still has a huge lack in health and defense (like casters innately do) then they need to compensate for it to make it fair in some way so that you can still be a Wizard and be a good dueler, otherwise you're just applying melee rules to casters and that will never work.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)
From what I've seen, there is no such things are runes that changes stats. Cooldown, or just making your skill faster or stronger, are too simple for what RUNES are supposed to offer. They are intended to change how your skill work.
They are not making a thousands of runes to changes small stats, and stuff. When someone says runes, it means things like: explosion on arrival (offensive teleport), leave a mirror image behind, etc.
limitations on skills shouldn't result in cool downs or anything else other than your mana capacity. Whats the point of having a cool skills if you have to wait every 9 sec to use it? this would just mean you would have to run away from battle and wait just so you can use it when time is up. Though it can be said the same with teleport if its usage is unlimited. Than again, it should just depend on mana capacity of one's character. I like the fact that you can do teleport like that in d2. Hopefully the game will change and balance out. No cool down for sure. It sucks and won't be fun to wait.
You instantly lost all credibility here. No one cares about one's opinion if thats the first thing he thinks about.
Its also really silly, because Diablo 2 skills (some) DO have cooldowns.
Lets see. Its called balance. It didn't occur to you that having the ability to use a skill again and again too many times in a row might be... too good?
The skill then becomes a tool that can be very useful in a bunch of situations, and requires some thinking to use, instead of just using it forever and constantly at anytime because its so good.
You are not waiting, you are fighting. Teleporting is the only thing a Wizard can do and certainly shouldn't be the only thing he does.
2) Teleport for boss-runs wasn't exactly a shining feature of the game. Heck BOSS RUNS are not a shining feature of the game. I think Blizzard will try to avoid rewarding players for running past mobs instead of fighting them.
3) Even if there is an overworld map as obnoxious as Act 3, the above ground areas are way more static than in D2 and so you wouldn't have nearly as much problem navigating and getting lost after the first few times.
-So sayeth the wise Alaundo
It was made clear the enviornment will change every game you join so you would have to rexplore the areas you would like to teleport faster in.
This would also solve the issue of "rushing" a character to the next dissiculty assuming that issue has not been resolved yet or will be one.
For example, you kill every single mobs through your way to Andy you get 5times the loots along with andy's loots. (Could be in terms of gold)
So, players can choose to clear or just rush. Just like doing runs in the pit in act1. You clear the whole area for the most loots or just rush to the chest in level 2.
Making the teleport slow just sucks, annoying and not fun. I dont mind investing points into tele to shorten the cooldown if they plan to do that. I think that is a fair call.
Some people seem to have this stuck in their head. Why should one class be so insanely superior at travelling? Besides, most of the time you shouldn't be travelling through empty spaces, there are monsters in your way all over the place.
There are no needs for silly additions so that you can use your teleport more often to move around faster.
Agree in a way. They just need to make it -worth it- to beat the crap out of everything in the way.
Another simple solution is to -force- people to kill things. Yup, thats right, kill stuff or you don't get to enter the boss' room. It might be seen as removing some freedom, but the ability to skip everything is just not needed.
Oh, really? Did they say so? I'm seriously hoping they drop that feature from teleport, and it would make a heck of a lot of sense that they would. If they don't, it just scream abuses, no matter the cooldown.
Barbarian can go over holes, water, etc. Not through wall. Nothing should go through walls, in my opinion. What does this give you? Nothing but the ability to skip stuff easily like there is absolutely nothing in your way. Or to retreat -WAY- too easily out of a fight. Things like that.
Its just too much. Teleport wouldn't even be that broken with no cooldown if, at least, it didn't go through wall. Its just a thing D3 must not have, or I call it broken right away.
When I heard that teleport would be delayed my first reaction was dissapointment. However, the more I think about it, the more I like the idea. The current primary use for teleport is to skip stuff, whether for rushing or mfing. Eliminating this ability will be good for the game.