For some reference before I go any further, here's what I mean, we'll start with a thief example.
Fast Forward to 3:40
Teleporting through the ceiling
Heres some other random play with someone teleporting through floors and ceilings as a necromancer.
Fast Forward to 3:30
Second Floor teleporting video
There are many other instances where this is done, through ramps, floors, ceilings etc. I've only seen it done up, and not down as your view is obstructed from being on top.
I have seen other classes do this as well, Guardian can do it with their teleport skill, and necromancer with their death shroud, and lastly, obviously the thief with their various teleports, and always available bow teleport.
This has some issues I can see with both PvE and PvP.
Pve: Being able to easily break combat and line of sight with an enemy in pve by simply teleporting to the roof of the building your in.
Or in pvp for example, which I find to be the one that would be far more detrimental
PvP: Every time your about to die, as in the video posted above, the player simply teleports to a roof, or platform above them, with no way for the enemy to chase or finish them off. Theirs no method of pursuit, and no way to gain Line of sight, by the time you would run all the way up to them, they could simply run away again, already be gone, or teleport away another place.
Now do not misunderstand me, I don't believe teleports are wrong or bad, I think their fitting and make a great addition to the skill roster in GW2.
However, with that being said, I'm specifically referring to the ability to teleport through ceilings, and floors, by targeting the bottom of it, and ending up on top.
A simple teleport taking you from point A to point B, would be completely fine, this little amendment however, breaks the skill in my humble opinion.
What's your guys take on this? In competitive PvP, I see this as highly broken, and I can see its implications in PvE in breaking mob AI.
Now, I understand this may be an unintended use of the mechanic as you cannot aim at a thin wall, and teleport through it sideways, but in the event its not, and is intentional, I feel it needs to be tweaked accordingly to disallow such gross abuses.
For those just joining us now, I've collected a list as to the reasons of WHY this is an issue:
1. Teleporting beyond line of sight with no way to persue or continue attacking is a game breaking mechanic, it allows players to seemlessly enter, and leave combat, while the opponent left with the inability to persue, finish off, or counter the teleporting target maintains control of the entire fight.
2. There is a huge difference between using a teleport to move to another location, and to exit combat completely, even stealth in this game is not a form of protection, you can still be hit with melee hits, spells, and aoes.
3. Killing a player yields multiple benefits, it takes them out of the battle for a longer time then them simply teleporting out and rapidly healing OOC or with a heal skill. Additionally, it also yields points for the slaying team.
4. The argument that the skill isn't broken because you forfeit the control point is not valid because it implies that control points will be the only objective type, which we know to be false. It also goes back to statements 1 and 3.
5. Teleports have many more uses then phasing through walls *which you cannot do to vertical walls* and are far different then a movement speed ability, or a charge. This is because teleports are INSTANT, they bypass any kind of negative effects in the way, such as players, traps, and AoE's.
6. Quote from Beetlejuice *If you teleport through a roof, out of line of sight for everyone who does not have a teleport itself then you get exactly that immortality. And it is both bad game design to make a skill so important that it is mandatory and to make certain professions (those without teleports) unable to ever kill certain other professions (those with teleports) as long as they have half a brain cell left.*
7. To quote Guldur "This is actually the only mechanic in the game that I can think of that there is no way to counter once its used. Even stealth can be broken by aoe."
8. The argument that its working as intended, doesn't make the skill any less broken, or any of these points less valid, these are all logically sound in reason as to why the skill should not operate this way, and the effects it will create if left unchanged.
9. The statement the ability needs to be off cooldown to be viable and can't be abused is also not valid, thieves can use the teleport without any cooldown, and can use it repeatedly. Death shroud also allows you to teleport every few seconds, which can be turned on and off for the teleport.
10. Comparing this teleport skill, to others in games like LoL is not valid, because this game has a Z axis to quote Guldur again:
"I'm not very familiar with HoN, so I'll talk about my experience in LoL.
Yes some classes have teleport, but this is a game where there is no Z axis, meaning they can be out of range but reached.
The game is balanced in a sense that the majority of classes have either a teleport or speed buff, meaning if someone teleports back, you can turn on speed buff and try chasing him.
Classes that have none of these abilities usually end up with speed debuffs that last some seconds, this way if your oponent is dying, you can make sure you debuff him and even if he teleports, he will not be able to run much.
The issue with gw2 is that once you introduce a Z axis, and not all classes can jump there as easily, you create a mechanic that is easily abuseable since you can jump out of fight and break LoS permanently, and the opponent will have no ways of chasing you to finish the kill."
11. You can't go through vertical walls for the very same reason you shouldn't be able to go through ceilings. Instant LOS.
That pretty much sums up what we've gone over so far, and the reasoning as to why this mechanic needs to be adjusted.
Edited by Steb, 29 December 2011 - 08:09 PM.