Maybe one could change the fact that they can break combat instantly if the road is long enough, but other than that I think it adds quite a bit to combat.
As someone before said fighting on your home turf should give you some advantages.
Robben_DuMarsch wrote:What does teleportation in combat contribute?
Robben_DuMarsch wrote:It's broken. Fix the engine or disable the "feature."
MightySheep wrote:I think it's fairly obvious that the opinions of people posting here are very biased due to the recent events.
burgingham wrote:Home turf advantage
MrBunzy wrote:This sort of mechanic has been a problem for a while now with the introduction of cliffs we can jump over. If a person running decides to jump over a cliff, the chaser is given the option to either use that time to try to do some damage, but then give them a lead once they get down the cliff, or immediately start jumping the cliff as well and try to pursue. With the way armor and damage scales, it takes quite a few hits to down anyone, so the better option would almost always be for the pursuer to follow down the cliff immediately, and just continue on as normal. This can allow a runner to stall somewhat, and separate pursuers from a group, so it certainly is in favor of runners, but it is a small enough advantage that I think it can be overlooked.
Roads use a similar mechanic, and the chaser still has the two options of either following or using the time to attack, but it is quite a bit more skewed in favor of the runner this time. The most annoying part for me is how difficult it is to click travel on the sign, and how easy it is to get clipped while trying to travel, so even if you decide to follow it may take quite a bit of time and give the runner a lead.
The other difference, is that unlike with cliffs, the runner can stop traveling at any time. This is problematic for a number of reasons, and gives a huge advantage to whoever is running. If the best course of action for the purser is to follow immediately, then they have to stop combat and do that when the runner does, but they don't want to take the road ahead of the runner, because this allows the runner to just turn around and lose aggro... This allows for all sorts of baiting the pursuer into taking a road while not actually taking it yourself, or just endlessly resetting the travel option while you wait for backup.
The final problem I see is that unlike with cliffs, you don't see whats on the other side, and it is an excellent opportunity for a group of runners to regroup and try to turn on someone once they travel down the road. This isn't all that bad, and could be seen as adding another strategic element to combat, but honestly its quite a large advantage to give to the runners in combat just because of some arbitrary road mechanic, and I don't particularly like it.
I think it would be simpler if porting in combat was taken out all together, but if it isn't, it could be made much more balanced with a few changes. There needs to be an obvious animation for when you are traveling down a road, it shouldn't be possible to stop travel once you initiate it, and the hit box should be more forgiving when trying to travel, perhaps allowing you to travel on a road sign from a tile or two away.
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