Teleport scrolls anyone?
A buyable item that allows you to teleport to a non fallen allied tower. Has a cooldown of 90-180 seconds. This is a consumable item.
A buyable item that allows you to teleport to a non fallen allied tower. Has a cooldown of 90-180 seconds. This is a consumable item.
lets not garuntee toplane w/ingite every game lol
lets not garuntee toplane w/ingite every game lol
Implement more unique summoner spells, buff teleport, or still have it remain the same but allow teleport users to have use both the consumable teleport and their summoner spell without the cooldowns interfering with each other. Could make for some very interesting plays.
Then games would last longer, we don't want that! - Riot
interesting idea
dota 2 no
Itd be a cool consumable item
[{quoted}](name=420 grams,realm=NA,application-id=3ErqAdtq,discussion-id=3ItAq0Az,comment-id=0000,timestamp=2018-09-10T04:22:11.852+0000)
Itd be a cool consumable item
Correct
if its cost is too low than its incredibly overpowered and every champ would buy atleast 1 per game and if its cost is too high then it would just make snowballs even more of a thing than they already are
there is no way to implement this without breaking the game or making the item borderline useless and only used by a few people
if its cost is too low than its incredibly overpowered and every champ would buy atleast 1 per game and if its cost is too high then it would just make snowballs even more of a thing than they already are
there is no way to implement this without breaking the game or making the item borderline useless and only used by a few people
What would you set the cost as?
yeah, we're not bringing that item from dota2 into this. that's waaaaaaaaaay too strong and literally everyone would buy one. It would have to cost like 1500 gold and be a consumable and at that point why even have it.
yeah, we're not bringing that item from dota2 into this. that's waaaaaaaaaay too strong and literally everyone would buy one. It would have to cost like 1500 gold and be a consumable and at that point why even have it.
Is it way too strong in dota?
dota2 isnt even close to the same game for 1, and 2 I think actually it is too strong tbh heck they even put the effect on boots and I think that's absolutely busted too
dota2 isnt even close to the same game for 1, and 2 I think actually it is too strong tbh heck they even put the effect on boots and I think that's absolutely busted too
Oh I thought you played Dota2 and had knowledge on why it's too powerful. I used to play a lot back in the day and it was one of the most balanced items in the game. Almost everyone had to buy at least one at some point in the game, but I haven't met a single person from the game that complained about it. Their community would probably outraged at its removal, therefore the item must bring some enjoyment to the table.
I have played dota2 and used to play the original warcraft 3 mod extensively. If almost everyone has to buy one at least once in the game, you don't think that's an item that displays a bit too much power/impact/influence over the game? I don't think it brings enjoyment to the table so much as it brings a utility that everyone/every hero pretty much wants or can use, so the argument of 'no one complains so it must be good right?' does not follow. Take note that this is also a game where it is much easier to tower dive and towers don't deal true damage to attackers and you can 'stack' jungle creeps as they spawn and collect massive amounts of gold and exp and solo their Roshan('baron' equivalent) with certain heroes as well as deny exp and cs from your opponents. Also, there is high ground which causes a miss chance on attacks, buyback, gold penalty on death, talent points, and no summoner spells that are needed. Additionally, the core gameplay is based on a 3 core stat system(str, agi, int) with abilities that do not scale with your stats for the most part. In this way, games in dota2 are often much longer and thus adding walk times to lane without some sort of item that could place you immediately at the tower are semi-necessary and appreciated a lot more than they would be in league.
plus, why is it only a 90 second cooldown when it's a 300 second cooldown for the summoner spell itself? if you made the cost extremely high and made it limit to exactly 1 scroll bought per player per game it would STILL be a busted item. I don't think you understand how crazy strong teleport is...considering the fact that adcs even started using it awhile back.
plus, why is it only a 90 second cooldown when it's a 300 second cooldown for the summoner spell itself? if you made the cost extremely high and made it limit to exactly 1 scroll bought per player per game it would STILL be a busted item. I don't think you understand how crazy strong teleport is...considering the fact that adcs even started using it awhile back.
Good point on the cooldowns. I say lower the teleport summoner spell cooldown but introduce teleport scrolls. That way adc's will still be inclined to take heal since they have a second option for getting back to lane faster. Maybe make both the spell and the scroll a flat 180 second cooldown.
So, recently, they just nerfed the teleport cooldown because it was being used too frequently and by pretty much everyone. I dont see why they would revert the change if they are adding ANOTHER method of teleporting to lane