Teleport should stay nerfed

Zero Skill Tank··2 votes·883 views

While you can make some cool plays with it, Teleport grants just too much ambient, low counterplay power.

If you screw up and die, you should be punished for it. You should not have possibility to insta-TP in lane and end up with exp advantage against player who managed to kill you, because they needed to recall and walk back into lane after replenishing their resources. If lane-bullies become a problem, solution should be buffing anti-bully spells like summoner 21 summoner 3 - something both players can play around, not "this spell grants you x bonus gold and exp" card nothing can be done about.

Similarly, TP-ing to botlane was just too easy. While some players point out that player doing that will most likely end up losing their tower, while saving someone or getting a kill is not guaranteed, that's only half of the truth - summoner 12 simply being off-cooldown denies most aggressive plays on bot lane, by passively increasing risk of aggressive side. Again - it's ambient power nothing can really be done about. You don't need to actually make TP-play, sheer fact that you could makes enemy bot play passively. Again - if bullies become a problem, they should be dealt with in better way - one that actually involves some gameplay.

Same applies to drakes - TP-ing to contest the drake is cool. Both teams not even trying to take drake, because enemy toplaner could TP in is not cool.

3 Comments

fluxanna1 votes

I kind of disagree, but entirely because of bias. Because I suck at laning I have the habit of just getting kills and snowballing from teleports.

Since I play lux exclusively in lane, when I do teleport, at least pre-nerf, I generally made a decent impact.

However the increase of one second to 4.5 basically means all teleports, even for counter-ganks are now far less effective, and will probably encourage me to stop running teleport on 100% of my games as Lux for good. I'm personally not sure if I like this change because it relegates teleport to an almost purely lane presence use to just waveclear a giant push. There is not much else it will be able to be used for as effectively, I think.

alasarcher1 votes

Low counterplay power? U mean like... i dont know... pick teleport too and teleport when opponent does?

ValyrianBlade1 votes

As I've said elsewhere: the increased cast time on wards / traps is fine. I think it should be the old one on minions and towers (or even lower on towers).

Minions: If you've extended past the minion wave you're taking a risk, teleport as a punishment to that is perfectly valid counterplay. I should have some relative safety when my own minions are way ahead of me, but it's simply too easy for teams to ignore the minions and come in a kill you (and not be punished with the longer channel time).

Turrets: Mostly because there will often be a minion close to the turret if not farther, but also because there's the opposite ganking use to Teleport: you can roam to gank and TP back to lane. I think there's nothing wrong with this (it's no different from a jungler ganking, and so has counterplay) and it allows you to use a summoner spell to help your team while not immediately sacrificing all pressure you had in lane.

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