07-19-2021, 11:26 PM
(This post was last modified: 07-20-2021, 01:24 AM by Zafhset. Edited 2 times in total.
Edit Reason: wording
)
You are greatly overestimating the power of a teleport art.
It can only teleport you to a location within your local vision - it's trivially easy to chase them down as most visible areas (from the one they escape from) are generally next door or a few doors away. You can easily engage them in combat before it can charge up for another action.
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Incoming mini wall text.
There is talk about rarity vs OP above, so I'd just like to bring up that a teleport artifact is really, really rare - hand held artifacts are already heavily RNG reliant to get, and then you still have the roulette on whether it turns out to be a beaker/noisemaker/gun/melee/fire/ice/teleport/etc type.
It's also gated behind varying degrees of difficulty on activating said artifact, which few players have the know how on.
Nerfing something that pops up once in several dozen rounds negatively impacts the fun of scavenging (players who actively explore debris) and mining (players who find artifacts via mining) gameplay, as the stuff you could find becomes less enticing to spend the effort and time to obtain.
This encourages less creativity, as player approach to conflict resorts to a smaller range of options.
It can only teleport you to a location within your local vision - it's trivially easy to chase them down as most visible areas (from the one they escape from) are generally next door or a few doors away. You can easily engage them in combat before it can charge up for another action.
--------------
Incoming mini wall text.
There is talk about rarity vs OP above, so I'd just like to bring up that a teleport artifact is really, really rare - hand held artifacts are already heavily RNG reliant to get, and then you still have the roulette on whether it turns out to be a beaker/noisemaker/gun/melee/fire/ice/teleport/etc type.
It's also gated behind varying degrees of difficulty on activating said artifact, which few players have the know how on.
Nerfing something that pops up once in several dozen rounds negatively impacts the fun of scavenging (players who actively explore debris) and mining (players who find artifacts via mining) gameplay, as the stuff you could find becomes less enticing to spend the effort and time to obtain.
This encourages less creativity, as player approach to conflict resorts to a smaller range of options.