Hmm... yeah this is kind of tricky, actually.
I think that teleport restrictions are an important part of what makes the Wilderness dangerous. Even though you can run away from the ambushes, getting
out
of the Wilderness is supposed to be a fairly difficult and dangerous task.
Navigating
it, on the other hand, probably shouldn't be so inconvenient.
One thing they could do is allow teleporting, but only to locations that are still within the Wilderness. An additional catch they could add to this is that Wilderness teleports:
1. Do
NOT
let you escape from ambushes. The ambushers will teleport with you and continue attacking you at the new location.
2. In exchange for this extra threat, teleports that remain within the Wilderness will not reset your Threat level.
If they did this, they could potentially remove all other teleport restrictions. But in exchange for that, they could also make ambushers
a lot
more persistent. As in they will chase you a significant distance (not forever, though, unless you teleport), potentially even teleporting to you to constantly stay in attack range, even if you Surge. Far enough that it is a major inconvenience to anyone who is actually trying to skill & kill long-term in the Wilderness. Incentive to actually fight back.
They could then add a bunch of Wilderness-unique teleports. Things like a new Teleport to Mandrith option on the Ring of Slaying, which can only be used in the Wilderness. I'm sure there are a bunch more useful Wildy-only teleports people could come up with.
Oh, another neat thing I'd like to see as a slower but safer way of traversing the Wilderness while maintaining Threat is
Spirit Realm
transit. So, by using Jennica's Ring to enter the Spirit Realm, you can then explore a
second
version of the Wilderness. It can still have a whole new slew of dangers. But the spawns can be in different locations, which can make getting around a bit safer in some situations.
04-Oct-2022 11:24:26
- Last edited on
04-Oct-2022 11:25:02
by
Sylvanheart