Why is Leap better than Teleport?

Leap augments are my absolute favourite augments in the game, because you can take so many shortcuts with them. But I am wondering why this can only be done with Leap, but not with Teleport augments. See the examples below (and there are tons more).

With Teleport, we go:

With Leap, because we never skipped leg day, we go:

Also, Teleport respects walls:

Whereas with Leap, walls are merely a suggestion (that or the Prison has no roof, which is possible but this also works in the Arkovian Undercity):

My suggestion would be to have Teleport - at least - have the same shortcut potential as Leap has now (potentially swapping their move effects), because it makes way more sense for the Teleport skill to actually invalidate the laws of physics.

For those wondering: Yes, all of this works also with the Disengage augments, but it is far more clunky to use for travel :wink:

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or is it because teleport is indeed obeying its own laws of quantum physics? :grin: (and obv it makes 300% perfect logical sense a leap makes you go up and or over)
joking aside i think it’s because of the specific pathing “stuffz” they used,
they tweaked a couple of movements some years back because a couple was behaving “undesirably”, i don’t remember if teleport was among those with pathing changes tho

also, yay, go team Leap :grava_yes: :trophy: :1st_place_medal:

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I will not claim to understand the underlying mechanics, but what I assume to be the case, is that Teleport draws a straight line towards the destination point until it hits blocking terrain, and transports you to the point where it gets blocked, whereas Leap checks if the target location can be reached in the same way as skills like Blitz do it (where you can travel around some terrain, but only if you would remain roughly between two parallel lines perpendicular to the vector between start and endpoint).

Virgin leap runes vs chad retreat ones. The retreat runes truly break the space-time continuum.