teleport

itchi

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was just wondering if wizard skill Teleport could be changed to Geo manipulation from mir 3, at the moment teleport is a wasted skill which gets you out of dungeons if you forgot a tt, if it was made to be like geo from mir 3 it would be a useful skill for a wizz to get out of lures and pk and would make the skill useful.

just an idea let me k now what people think.
 
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Nemo

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Geo I think would be a separate skill(same as it is on mir3).

I would however personally prefer teleport to work like an RT, rather than DE.
 

itchi

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Geo I think would be a separate skill(same as it is on mir3).

I would however personally prefer teleport to work like an RT, rather than DE.
rt's will do the job if you need to teleort around the map randomly, why would you need a skill to do that? same goes for de's and tt's the point of making teleport into a useful skill rather just picked up and used like once every 3 weeks when you have that off day when you forget a tt or de..

well either way teleport is a wasted spell atm as it is basically a de, on the C#mir server currently out, teleport has been made to be like geo from mir 3 and tbh i think it is awesome for a wizz! in dire situation where a lure has gone wrong u can get away without losing the lure and in PK its a life line!
 

Nemo

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Save a bit of gold on rt's and precious wizz bag weight? You could use it on the nort maps? Guess that could be considered OP in itself in getting to bosses easily.
 

itchi

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Save a bit of gold on rt's and precious wizz bag weight? You could use it on the nort maps? Guess that could be considered OP in itself in getting to bosses easily.

i can see the cries already wiz have rt skill let all class have rt's for free, where as geo manipulation wouldn't be op'd as it wont work all the time and you could end up dying! would be a good addition or change to a useless skill.
 

Nemo

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I can agree that teleport ATM is a fairly useless skill and more often than not just gets in the way with accidentally casting it, if you have it bound at all.

I don't think people would cry that wizz get rt's for free considering other classes have ample bag weight to carry them and they aren't a large expense. Only cries would come if it is usable on floors that are no rt imo.

Either way, Geo would likely be an additional skill, not a change to the current, considering assassins already have this exact skill all the mechanics are there for it already.
 

Exwizz

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Geo I think would be a separate skill(same as it is on mir3).

I would however personally prefer teleport to work like an RT, rather than DE.

Was going to make a post about this, glad its been brought up i would like to see this changed


Coming from a mir3 player geo just doesn't seem right on mir2 takes alot of skill out of the class if u ask me.
 
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TheDayIDie

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Geo I think would be a separate skill(same as it is on mir3).

I would however personally prefer teleport to work like an RT, rather than DE.

Was going to make a post about this, glad its been brought up i would like to see this changed
+1
RT is much better than DE. As you said bag weight is precious for wizard. Using this as RT instead of DE will be useful for wizard in many ways, make it exactly like RT, don't make any special teleport allowing RT in places like KR's because that would end up too OP as you said looking for bosses but also for PVP when wizard can just RT away in a kr and run back to the spot. Changing the spell to Geo would be too OP for level 14.
 

itchi

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RT is much better than DE. As you said bag weight is precious for wizard. Using this as RT instead of DE will be useful for wizard in many ways, make it exactly like RT, don't make any special teleport allowing RT in places like KR's because that would end up too OP as you said looking for bosses but also for PVP when wizard can just RT away in a kr and run back to the spot. Changing the spell to Geo would be too OP for level 14.

i like the rt idea but would prefer the geo change as a wizz who has played mir3 it was an awesome skill to have in your arsenal to get out of trouble!

it wouldn't make it OP at all, it would aid in leveling and getting out of sticky situations! it has no dps/damage gain, also if you played mir3 it dosen't give the wiz any advantage in leveling or dps at low level, maybe when you have higher with better mc and can lure better mobs maybe it will be an advantage but that's always the case later ingame.
 

TheDayIDie

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When wizard can use pets and firewall it's a big advantage. It's bad enough they don't even need to aim to hit and yet they would have a geo spell at level 14? I still stand by my decision of it being a higher level spell say low / mid lvl 30.
 

itchi

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When wizard can use pets and firewall it's a big advantage. It's bad enough they don't even need to aim to hit and yet they would have a geo spell at level 14? I still stand by my decision of it being a higher level spell say low / mid lvl 30.
as you said it could be mid range level spell doesn't need to be level 14 spell.
 

Swifty

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I've always played wizz and I don't like the sound of Geo Mani and I don't think I want it. Sounds like it takes away what I believe is the whole point of a wizard.

As for teleport I think it should stay as a DE and not become RT. Again, a big part of being a wizz is your low bag weight which makes you think about what you take on hunts.

For me, the main point in teleport for me is that I am able to give away my TT to that poor Tao or warrior go has forgotten theirs, it's a very small role to play when part of a group - 'TT Insurance'


Sent from my iPhone using Tapatalk
 

itchi

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I've always played wizz and I don't like the sound of Geo Mani and I don't think I want it. Sounds like it takes away what I believe is the whole point of a wizard.

As for teleport I think it should stay as a DE and not become RT. Again, a big part of being a wizz is your low bag weight which makes you think about what you take on hunts.

For me, the main point in teleport for me is that I am able to give away my TT to that poor Tao or warrior go has forgotten theirs, it's a very small role to play when part of a group - 'TT Insurance'


Sent from my iPhone using Tapatalk
so you want to keep the useless skill that is teleport? don't really get where your getting the whole changing role of a wiz from as your still gona be a wiz with the same limitations on bag weight and HP just instead of having a skill you pick up and never use again at level 14 you would actually have a skill that would be useful.
 

Swifty

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Giving Wizzes Geo manipulation is what will change them the most.

I take back what I said about making Teleport act as an RT instead of a DE, it isn't really a big deal. Unlimited RTs yes, but it would take away their "get out of cave for free" card. It's a fair trade off.


Sent from my iPhone using Tapatalk
 

reecew

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because there are such spells as flame field? geo flame field wouldn't be a tad op? or geo frost crunch for another point.. mir 3 didn't have slow spells on players only mobs.
 

d1craig

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The thing is. Wiz could find a place in any dungeon/cave that is good for being walled in and then make the wall. Geo out of the space go lure and Geo back Into the space. Doesn't sound op in the slightest to me lmao.
 
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Turrican

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I think teleport would serve better as a random teleport than dungeonescape, mainly for the reason how accessible townteleports are.

Dungeon escape is limited to 1-5 teleports per hunt? (depends how far u land from safezone) thats if you forget a townteleport also. random teleport would make sure the spell has plenty more use, while also saving wizard a fortune in rt sales and improving their limited bag weight.
 

mStation

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i saw no one on CMir cry about wizzes having geo instead of teleport.. as a matter of fact, it was a great addition and finally made a spell usefull

btw it was cool to stack onto a bunch of players so that you could occupy just one map coord.. liked it when in zt we walled with 2 warriors and stack 10 wizzes in the protected spot to kill zt :D


I think teleport would serve better as a random teleport than dungeonescape, mainly for the reason how accessible townteleports are.

Dungeon escape is limited to 1-5 teleports per hunt? (depends how far u land from safezone) thats if you forget a townteleport also. random teleport would make sure the spell has plenty more use, while also saving wizard a fortune in rt sales and improving their limited bag weight.

we did this every day in CMir but no one ever said we were overpowered.. they actually enjoyed the fact that we all grouped together and leveled quickly all the group
 

Turrican

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i saw no one on CMir cry about wizzes having geo instead of teleport.. as a matter of fact, it was a great addition and finally made a spell usefull

btw it was cool to stack onto a bunch of players so that you could occupy just one map coord.. liked it when in zt we walled with 2 warriors and stack 10 wizzes in the protected spot to kill zt :D




we did this every day in CMir but no one ever said we were overpowered.. they actually enjoyed the fact that we all grouped together and leveled quickly all the group

I never mentioned Geo being overpowered.

What i will say is we already have 2 classes with a geo like ability currently, adding a 3rd seems rather unnecessary right now, though it may be something we might add in the future as its already coded and ready to go.