Gandolfo wrote:Honestly as it sounds from your discussion here, I would not even be tempted to use it at all. It was barely useful to me at level 1 (though the few times I did use it, it was safer than the random teleporting/phase door jumping. I used it once when I found a cavern that was hard to get into and free of mobs and that helped me explore a fairly dangerous demon infested area without dying. Other than that I never felt the need to use it. I did set it up a few times but never ended up jumping back. The problem being that I'd forget about it until I was out of danger or would never be in serious trouble until I forgot to set a jump point. Phase Door/Teleport runes were just easier to use.
Not using a valuable tool doesn't lower it's value, it just means you didn't find value in it.
Jumpgate in it's current form is the best get of jail free card in the game. Next beta a similar spell will be introduced that will have a permanent hit point cost attached to it and will reload the level. Jumpgate in it's current form is nearly as good as that without the inherent disadvantages of having to reclear or lose permanent life. It's also available eight levels earlier.
I like yufra's proposal but I also discussed it with him on IRC while he was putting it together. It'll encourage the player to invest more then one talent point to use the jumpgate and will make having the back up jumpgate more meaningful. Keep in mind too that the cooldown on the primary jumpgate goes down as you invest in it. So even though the range is limited it's pretty easy to move at higher talent levels.
Yes it requires forethought but to me that makes for interesting gameplay.