So, here is a feature that doesn't fulfil its function. Teleportation blocking after act of agression in faction PvP supposed to hold agressor in place and make retribution by opponents possible. But there are a couple of methods making it easily avoidable. Sitting in safe zones around altars is the most obvious one, but there are more. Hiding inside of buildings and apartments or anywhere in region where nobody can find you before timer is out. Leaving region simply by running or riding a mount. Swimming in middle of lakes far away from any shore. Intentional suicide with mobs or hostile temple guards and then using respawn points in other regions. There are also at least two other ways to avoid the chase, requring a bit of exploring to be done. But i'm not going to reveal them and steal fun from those who like to discover things on their own.
My point is that feature is useless. The one who's willing to fight will stay anyway, regardless of ability to use teleports. And the one who don't want to fight will escape with ease. Developers would have to implement complete immobility for 10-15 minutes to achieve the goal they intended to get by teleport lock.
My point is that feature is useless. The one who's willing to fight will stay anyway, regardless of ability to use teleports. And the one who don't want to fight will escape with ease. Developers would have to implement complete immobility for 10-15 minutes to achieve the goal they intended to get by teleport lock.