Lightning Warp

Just to contribute a slight idea above the few bugs/problems already mentioned: perhaps lightning warp should grant a power charge after the teleport to improve its role of mobility/repositioning? It could have a cooldown period--like flicker strike--that can be bypassed by expending one/two power charges; this could improve both the application of this skill and synergize with caster playstyles.
ʕ•ᴥ•ʔ
PocketMonsters, ElectronicArts, CommandAndConquer, CaptainFairgraves, AgentTanya, OcarinaOfTime
Weak. Slow. Takes a full second to cast, then delay based on the distance, then another short delay during the warp in which you can still be damaged at your old location. I'm sure it's much better with 20% quality and faster casting, but I shouldn't have to go to such lengths to make a skill viable. I use this only to cross pits and travel vertically, and even for that purpose I would be better off using a leap slam on weapon swap.

"
Spikey00 wrote:
Just to contribute a slight idea above the few bugs/problems already mentioned: perhaps lightning warp should grant a power charge after the teleport to improve its role of mobility/repositioning? It could have a cooldown period--like flicker strike--that can be bypassed by expending one/two power charges; this could improve both the application of this skill and synergize with caster playstyles.

I like this. More sources of power charges are direly needed. It's a niche Lightning Warp could fill comfortably, and if it did, I wouldn't even mind its otherwise poor damage and utility.
IGN: Torrenz
Nemesis Shop: view-thread/634031
Judging by the mechanic here http://en.pathofexilewiki.com/wiki/Lightning_Warp this ability is not consistent or the terrain is not consistent

See below

-Green obviously highlights a successful warp & Red does not...

Spoiler

Spoiler

Spoiler

Spoiler

Spoiler

Spoiler

Spoiler

Spoiler


Logically you think a cliff is terrain but I can teleport up and down it.. Thats okay by me in fact I prefer it to be like this! But some medium sized rocks (smaller than the cliff itself) I can't teleport and a few other things like crates in Act 3, Docks.

Now the delayed teleport scales with quality, movement speed and quicksilver flasks etc. But it's too long OR the benefit it gains is took weak.

I want full control of this ability, so remove the min distance or half it.

Cheers,,
Suggestions
>Alt 'Entrance' & 'Quest NPC'|http://dl.dropbox.com/u/26332090/subtledoorANDquest.png
>Alt 'Character Panel'|http://dl.dropbox.com/u/26332090/Stats.png
Last edited by darkdraithdoom on Mar 10, 2013, 9:13:24 AM
Lightning warp can travel to a location if a projectile fired form your location could get there in a straight line. It does the same terrain check that fireball does while moving.
Do you plan on tweaking the way lightning warp functions for medium sized terrain, crates, etc?

It's not a broken ability. It just doesn't feel right.

Cheers,
Suggestions
>Alt 'Entrance' & 'Quest NPC'|http://dl.dropbox.com/u/26332090/subtledoorANDquest.png
>Alt 'Character Panel'|http://dl.dropbox.com/u/26332090/Stats.png
We can't 'tweak lightning warp' for specific terrain. All the terrain is is a bunch of "blocks walking = true/false" and "blocks projectiles = true/false". Lightning warp can only react to those.

If some terrain is listed as blocking but shouldn't be then we can potentailly change the terrain, but lightning warp can't act differently for one piece of projectile blocking terrain than another, because there is no difference in the code.
"
Mark_GGG wrote:
Lightning warp can travel to a location if a projectile fired form your location could get there in a straight line. It does the same terrain check that fireball does while moving.


Hmm, this explains why I can LW over a great void but not two yards over a stack of slates in Docks for example.

Would it not make more sense for the check to be distance and in bounds only?
Casually casual.

Last edited by TheAnuhart on Mar 11, 2013, 10:26:05 AM
i too agree that some "escape abilities" (like LW, leap slam, etc) feels really awkward and unintuitive (not to say bearing unreliable to escaping situations)

i understand (now) the technical aspect of it ("blocks walking = true/false" and "blocks projectiles = true/false")

but nevertheless it's still "misleading" somwhat and at least imho its a major thing that should b taken rly srsly considering maybe reworking the whole thing (but then we get to the $$/time issues been holding poe back and i understand that too)

overall, guess we just want devs to acknowledge that this is close to a broken mechanic and should be fixed somehow, sometime (as its not anything pretty urgent)
I figured that was the case. I'm not exactly sure how it's ALL setup at GGG. But when I code something and it feels wrong for players and I. Then I re-work the ability completely and even alter the mechanics.

There is many ways to work around this and it's all time consuming but well worth it. @GGG you put blood and sweat into this game, including you Mark_GGG and we all appreciate it.

Please take into consideration where i'm going with this and how it already affects other spells and attacks vs terrain. You may have already noticed this but it should be noted and put on the list to improve on.

If you need any suggestions, testing or ideas. Please PM me.

Cheers,


Suggestions
>Alt 'Entrance' & 'Quest NPC'|http://dl.dropbox.com/u/26332090/subtledoorANDquest.png
>Alt 'Character Panel'|http://dl.dropbox.com/u/26332090/Stats.png
Last edited by darkdraithdoom on Mar 11, 2013, 8:27:04 PM
"
Mark_GGG wrote:
It does the same terrain check that fireball does while moving.


does this mean increased projectile speed reduces the delay?

Report Forum Post

Report Account:

Report Type

Additional Info