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teleport spell?

Discussion in 'Release 35 Dev+ Feedback Forum' started by Isaiah, Oct 27, 2016.

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  1. Isaiah

    Isaiah Avatar

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    I remember people mentioning a few releases ago that lunar magic needed more offense and maybe a lunar rift type teleport spell.

    What if they did both in one spell? It might be convinient to teleport an enemy out of the zone doesn't count as a kill and doesn't give xp, but it removes them. I can see that being useful against fauns who are slaves and are forced to attack. Could be a sign of compassion.

    So have a lunar rift spell that can be used as a teleport noncombat spell, but also let it be useful against removing one single opponent from the zone sort of like a black hole sucking them in and spitting them out in a safe location far from combat. Could also be useful in pvp, perhaps it could be resisted or avoided if you run from the spot before getting sucked in. A spell like that could also be a real setback if you have worked all the way through a tough dungeon only to get caught by some lunar magic creature banishing you from the zone before you can get to the choice mining or loot site.
     
  2. liz_the_wiz

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    A little like blink?
     
  3. Isaiah

    Isaiah Avatar

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    No blink just teleports within a few meters within walking range. The teleport I was refering to was like a long distance teleport from one zone to another zone within the same region (inside control point borders) which was mentioned by somebody in a thread a month or two ago. They said lunar magic needed offense, and it should teleport people long distance (lunar rift spell).

    So why not have a lunar rift spell that has a combat function?

    Since lunar rifts with stone pillars shoot some kind of moon beam to open the portal, perhaps something like that could be used for creating a lunar rift spell. Except that if used in combat it shoots a lunarbeam at a targeted enemy's location and if the enemy doesn't move a portal will open and suck the enemy sreaming away as the portal sucks them in and immediately closes with twisting energy as if it sucked them in and sucked itself in on itself so the guy cannot pop back through the rift to return.

    So what I was thinking was that if used on a player in pvp and for some reason they dont move or they cant move due to someone else stunning them, then the beam of energy starts to form a lunar rift that would banish them from the instance putting them back on the overland map. So they can reenter the instance again, but it could take them some time to get back to the fight especially if they went into a PvP dungeon wich would require entering the zone leading up to the dungeon enterance and then enter the dungeon again and basically the combat will be over before they get back. Perhaps they might need to jump like getting out of spider webs because the rift starts sucking. So without jumping out of it, they just get sucked in?

    Also if used on a faun they might say thank you, thank you, thank you for freeing them because it should teleport them far enough away from those big guys and they won't feel the pain of being forced to fight. If used on a boss like a dragon it probably too small to do anything to it except be a slight distraction, and they can probably shake it off pretty easy.

    ***********

    Not sure how the devs would approach this sort of thing. A spell with dual uses. For one it is probably best that players cannot quickly cast a teleport spell to have their whole party escape. So a fully formed gate that remains stable after people walk through probably has longer casting time/concentration. However if used on an enemy target perhapse it could have a shorter casting time since it isn't forming a lasting gate but rather just a portal that collapses immediately after it teleports somebody. I suppose it doesn't have to be an enemy either since it isn't truly a harmful spell but it certainly could be an annoying one if you didn't want to be teleported. Although I can see the use to quickly teleport a friend out of a place before death occures.

    OH what about this... in order to create a stable gate that remains open for a time for teleportation of a party or guild, perhaps the spell is cast and you must select a location. If you select a location then the spell takes longer to cast. However if you select the "banish" instead of a location it casts the short version of the spell that simply creates a rift that opens and implodes a second later, and also sucking whomever is in range of it as it closes.
     
    Last edited: Oct 27, 2016
  4. liz_the_wiz

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    So, nore of an evac spell then :)
     
    StevieD likes this.
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