(12-24-2021, 03:59 AM)Snake Wrote: 4M for movement skills sounds like a good experimental change
"Experimental" is a very low ball word for a mechanic that would completely change how critical hit momentum even interacts with movement abilities, the simple answer is to keep the teleport system as it is, tiles already do enough to class combos that do not feature teleports, tell me any combination of Curate/Kensei/Black Knight/Shapeshifter/Grand Summoner/Tactician/Arbalest or Magic Gunner are not already impacted by swathes of cinders and other tiles to an egregiously powerful degree and I'll happily call you incorrect on the matter.
This is confirmation bias at work, all the classes I just mentioned do not have teleports or ways around tiles in their kits innately or if they do are extremely limited in range and/or opportunity cost, this list includes 11 of the 24 available classes. Not to mention either that some classes like Magic Gunner and Boxer get demolished by Cinders due to some of their movement mechanics already.
The benefit of a teleport is being able to move despite these conditions, and in moments where you are surrounded by Cinders, the last thing you want to do is to move in a way that will make you eat over 100-300 damage, therefore you often do not see the situations arising because it is almost certainly the wrong move.
Surrounding someone in Cinders is doing more than you would think, and the confirmation bias of teleporting across them will heavily skew opinions in this thread I wager.
There are ways to force people to take field effects other than making them move, such as with pulls (which ignore treads) or air pressure effects for traps/grenades/bombs.
The absolute most I can see arising from this thread is abilities like Blink/Haunting/Crescent Rook and such all gaining 2-3 round cooldowns, so that there are phases in which someone cannot just teleport around.