#Teleportation mastery concept

1 messages · Page 1 of 1 (latest)

maiden summit
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The aim of this mastery concept is to be pretty faithful to the unmastered version while adding some extra twists that make the ability powerful in the hands of those who know what they can get away with.

New feature: adrenaline crystal
Whenever you use one of teleport mastery's abilities, a small crystal is left behind from where you used the ability. This crystal exists for 0.4 seconds and if it takes any damage, it will break. The close call fills you with adrenaline, empowering your next punch with +1.3X damage and kb and advancing your ability cooldowns by 5 seconds. These effects stack, so you should make as many risky teleports as you can get away with.
If you take damage before the crystal does, it disappears instantly and you get nothing.

Q: short teleport
Teleports 50% of unmastered teleport's distance with 50% of the cooldown time.

E: long teleport
Teleports 150% of unmastered teleport's distance with 200% of the cooldown time.

The cooldowns of these abilities are shared, so using Q also puts E on the same cooldown and vice versa.

Obtainment: Avoid (insert number) damage with teleportation
Basically, unmastered teleport makes useless invisible adrenaline crystals for the sole purpose of this mastery obtainment

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(more text in case I need it later)

golden verge
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Agreed

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This sounds fire

maiden summit
hearty sedge
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Passive is cool but I feel that the active moves could use some work

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Like why not give the player more control over their teleport

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Like giving it the ability to teleport in the direction of the camera

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So you could teleport in all directions

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Or making it a charge up move similar to quantum Q

fathom cobalt
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why not one similar to quantum it can be good in the right hands

hearty sedge
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Or re adding telepunch

fathom cobalt
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thats never happening

hearty sedge
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But 360° aim for teleporting would be nice

fathom cobalt
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similar to quantum one with some type of cooldown scaling for how far you tp maybe

hearty sedge
fathom cobalt
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telepunch is a free combo starter from range thats nearly unavoidable

fathom cobalt
hearty sedge
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Then that makes all the lower end abilities useless and all the higher end abilities meta

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That's a really bad power creep

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Why not have all abilities be viable, the lower end (low punch cost) abilities have a lower skill floor but a higher skill ceiling, and the higher end (higher punch cost) abilities havea higher skill floor and also decently high skill ceiling

maiden summit
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This is why stardust should replace default

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because it's the easiest ability to use and probably has a low skill ceiling

hearty sedge
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It's not rly special

maiden summit
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stardust's playstyle is just holding S and spamming your abilities

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and praying that nobody you're fighting has vertical mobility

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The only funny thing stardust does is obliterating mechs with the E due to their large hitboxes

hearty sedge
maiden summit
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because those are difficult to make

hearty sedge
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There are some amazing fan made suggestions that are creative and in depth

hearty sedge
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Nothing good is free

maiden summit
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true

hearty sedge
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I mean

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Some things are

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But like

maiden summit
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deleting blood god is free, however

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and that would be very good

hearty sedge
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Playing it safe and never taking on challenges as a game dev will make your game slowly die

maiden summit
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I'd say the recent additions have been pretty creative

maiden summit
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puppet, though kind of annoying to deal with, is quite unique

hearty sedge
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But when is defender mastery getting an overhaul

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When are we getting more alt moves for abilities

maiden summit
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alt moves?

hearty sedge
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Yea

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Like moves that are different from normal moves and are activated by doing something special

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Like Midas alt E

maiden summit
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like masteries? or do you mean like grav mas Q+E?

hearty sedge
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Kind of

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And like Midas air E

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And almost all of hoj

maiden summit
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I guess cosmos kind of has an alt move as well

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uncharged Q is useful but in quite a different way to charged Q

hearty sedge
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???

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That's not really an alt move

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But maybe

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My point is that abilities and masteries need to be more in depth and complex and unique

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Notixe how most of the fun and unique abilities either have passives and/or extra moves, or have techs or unintended things that enhance the gameplay

maiden summit
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yeah

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I don't think the devs expected jester, for example, to be as popular as it is

hearty sedge
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An ability with 2 or 3 boring moves that aren't skilled or unique at all isnt fun

maiden summit
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yes, like stardust

hearty sedge
maiden summit
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I think it's important that moves have interesting synergy with each other as well as with punching

maiden summit
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that's why cosmos and void are my favourite abilities

hearty sedge
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True

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Void is pretty cool

maiden summit
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I guess having a single ability that's interesing and skillful to use is also nice

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like glue

hearty sedge
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Like a combo mastery having aerial combat and mixups would be a cool concept

hearty sedge
maiden summit
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combo mastery definitely has a lot of opportunity to go hard

hearty sedge
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Fr

maiden summit
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It seems that currently the main direction the devs are taking is updating previous stuff to be more interesting

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so I think in the future some of the things we're talking about will actually happen

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I mean, just look at the glowup that barrier got

hearty sedge
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More*

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It used to have so many cool techs

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But if ig it needed a refresh

hearty sedge
maiden summit
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true

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also, it would be nice if puppets were more under the user's control instead of just targeting random people until either one dies

fathom cobalt
# hearty sedge It used to have so many cool techs

whatttt but barrier is so good now it can completely nullify a good majority of projectiles, has a good damage short-medium range combo extender that can be used through walls, a barrier to wall combo people on, and the barrier pulls you back in so you can use it near the edge to save yourself or prevent yourself from dying (and you can manually deactivate it)

limber karma
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But its a cool concept