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Reduce Teleporter Range or increase costs.
#10
Well, you argue with Tinker or exploder got a teleporter Ability. So if the Tinker is so good, why dont so much people play "Tinker fighter" :?:
Because the tinker has low hp, weak combat damage skills, is slow moving and a defensive tower builder usally. But for a poison magic, 2.5 stun demontank attack the teleporter is really strong - and for infernals jumping in the enemy base and teleport out without dying I think its too strong.

Now the point that everyone can buy a teleporter too shows me, that you need 100% a teleporter to counter it. Its like the old Factory tactic. When the enemy buys a factory you need a mate who build one too. Is that your idea of balance ? I think we took it too long as it is now :wink:

Or 3000 Gold for placing TP Breakers all over the map to stop teleporting for 3Minutes. :mrgreen:

I suppose a teleporter balance is necessary at least an increase in costs or maybe in a drastic increase in cooldown. I believe everyone will buy teleporter even when it costs 4500, because you can use it 5times in 5 Minutes with 50Seconds cooldown. And if you buy it after 35minutes you can use it easily 35times until 1:20h which is normal in "skilled" games, maybe liga or intern games.

And remember you dont sell it for 50% gold usally like fire arrows which cost 3500, which are nearly useless when infernals and frosttanks are the only tanks left.
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
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Messages In This Thread
Re: Reduce Teleporter Range or increase costs. - by Gammagulp - 2009-06-09, 15:54:13

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