Since everyone simultaneously complained about the previous discussion while participating in it, due to it being in Combat Logs... problem solved.
Moving discussion of using unstoppable fast travel abilities to this thread, so potential fixes can be discussed.
Please note that this is intended to be a combat balance (both 1v1 and group combat) discussion. Your emotions and personal feelings about me or anyone else have nothing to do with this thread. If you can't make your point and back it up with actual facts or justification, then don't even bother posting.
Short Version _____________
I'm calling for most "unstoppable" and/or "instant" fast travel abilities to be changed to allow more realistic/meaningful 1v1 and group combat.
I'm also calling for Orb of Confinement to be upgraded to having a meaningful purpose: preventing fast travel in/out of cities.
Personally, I think that several abilities are currently very broken for 1v1 combat:
Raido - stopped only by monolith but can be used off balance (after attaching a mushroom sigil). This also happens to allow tactics such as swapping to 5 second, 40%+ DSL rapiers and using Raido immediately following the DSL, allowing burst damage with none of the designed drawbacks/counters.
Can be used to slow prep using DSL in 1v1, bypassing all hindrance, and is frequently used to instantly fast-travel in and out of cities during raids, and can (as described) work instantly after mushroom sigils, bypassing monoliths (the only thing that prevents it). Also allows following through Raido, allowing entire raid groups to instantly travel in/out of cities, even days later.
Needs a windup or should respect hindrance like normal movement
Universe - includes a warning message, but is up for a very long amount of time. Also ignores every hindrance ability in the game, and bypasses monoliths on both ends. Totally unnecessary for the class. Presumably originally existed (before pathfinder was implemented) for convenience/flavor, but is currently primarily used to slow prep death in 1v1, and to instantly teleport entire raid groups out of danger in enemy cities. Can also be kept up virtually forever by just re-throwing Universe cards, allowing bypass of the only balancing feature of the ability, which is the delay between casting and disappearing.
Should probably just be deleted. Otherwise, needs a windup or should respect hindrance like normal movement. Should also stop if the caster dies. (note that Occultist doesn't need uni/pathfinder in 1v1 due to astralform which already bypasses hindrance, but has viable counters)
Pathfinder - Respects Piety/Gravehands, but ignores everything else, including monoliths. Able to kill the ent, but similarly able to be instantly resummoned. Frequently used by occultists to slow prep or flee when combat doesn't go their way. Also used by Occultists to instantly travel anywhere in the same plane, to allow earring groups to follow.
Needs a windup, and probably some other form of limitiation like a cooldown or massive karma cost to prevent prep/pathfinder looping. Should also be limited to area-only, or perhaps even a certain distance.
Puppet/Doll Travel - Probably the most overpowered instant-travel ability in the game. Instant, unstoppable, bypasses every form of hindrance in the game, including monoliths at either end, to any location worldwide. Can have dolls on as many allies as they like, and can puppet travel to any of them, at any time, period. Stopped only by two broken arms or prone lock, something that only a few classes in the game have access to.
Puppet travel completely destroys 1v1 combat for both Shaman and Jester, as it allows an infinite and almost entirely unstoppable method for slow-prepping with zero risk. Even limb damage can't be used to counter it, as users of this ability frequently have their limbs reset before returning.
Needs to have a significant windup and should have a very large willpower cost added to discourage fashion/run looping. Puppet travel should also respect every form of hindrance that would affect normal walking movement, aside from exit-based hindrance like rubble/walls.
Should also be limited to having a doll on one person at a time. Being able to hold 10+ dolls and travel around to everyone in the game at any time is completely broken.
Orb of Confinement (city upgrade)
Currently extremely expensive, and stops only flying and Duanathar. Nobody uses it, and haven't for a very, very long time. The reason for this is that it stops virtually nothing. The purpose of the upgrade is to prevent fast-travel out of the city, however it doesn't stop fast travel out of the city. Considering that almost every single person who raids Targossas has access to at least one, if not multiple means of fast-traveling out of the city, stopping Duanathar is completely meaningless. In fact, since normal hindrance abilities already stop Duanathar, but do not stop most other things (see above), the Orb is additionally unecessary.
Orb of confinement should stop all fast travel abilities out of the city, including (but not limited to) everything listed above. I would recommend that one exception be added for portals, to allow raids to be initiated and to allow citizens to get around.
Note: Should not stop active abilities used by other people, such as Deliver, Empress, and so on. This would also add to raid feasibility and balanced travel convenience/ability.
Please discuss, but please do so in a way that is constructive, or don't post at all.