The extra second added to Teleport really hurt it

Qursor·7/9/2016, 10:40:25 PM·149 votes·5,650 views

I understand the thinking behind why, but if any team has vision or is even close to seeing where the Teleport is coming from, the opposite team has 4.5 seconds to get away, and that is huge. 3.5 seconds before hand was balanced enough, now it makes it almost impossible to set up a gank with Teleport unless its executed almost perfectly and syncronously by all players. If you are going to make the timer to this extent, at least make it much harder to see, Teleport has a very long cooldown and it should be used for big plays once in a while.

82 Comments

PhantomGG7/9/2016, 10:43:53 PM38 votes

i say it would be fine if they didn't make it so bloody easy to spot

Mandang07/10/2016, 1:32:38 AM22 votes

You can argue it was overnerfed, but it's foolish to think it should just be reverted.

Rockman7/10/2016, 3:40:36 AM14 votes

Why not make it have different channel times on different units. I'd say lower on turrets isn't unreasonabl

FakeGravity7/10/2016, 12:39:04 AM12 votes

i think thats the point of the nerf, before it was "oh a battle on bot lane, let me tp and contribue regardless of location"

no theres more thinking and tp location, and someone that tp there shouldnt do that ganking job better than someone that took the time to actually walk and sneak there, is a situatio where you have to ask "can i tp on an advantageous location to contribue? or better i just tp to my turret or dont use tp at all"

Lucifer7/10/2016, 4:24:30 PM4 votes

It can't be that bad. I'm still seeing 2-4 with teleport every single game.

ltmetal7/10/2016, 12:32:40 AM4 votes

As someone who enjoyed taking TP on Kalista and bringing my oathsworn with me halfway across the map, I don't know how I'll ever get over the teleport changes. Rito pls, implement a change to Fate's Call that pauses the duration of the second cast window when Kalista channels teleport.

The Yetii Rider7/10/2016, 2:33:37 PM4 votes

Yes. This change cemented teleport as an XP sustain/objective contesting summoner. It removed a lot of its early game power, which is a good thing. Without this change, there is zero reason to take TP over Ignite. Even if you can get a kill on the enemy top laner with Ignite, he can just TP gank bot and pick up a double. There's no counterplay for the enemy top laner except to also run TP, and that's what they've been doing.

The only way to solve this issue was to make TP a bad ganking tool. This is good. There are plenty of champions who have powerful ganking tools in their kits that are made less relevant by the existence of Teleport, like Shen and Tahm Kench. Now, those champions and their impressive mobility have reason to be picked again, while TP is better used to set up dragon.

Baron Perenolde7/10/2016, 8:10:12 AM3 votes

As a support main, I'd rather it be gone completely. Bot lane is the most nerve-wracking place in the game when Teleport is strong. Bad enough that junglers and midlaners come down to 4v2, but you always have to live in fear of the tp ganks too.

Tl:Dr - Fuck that summoner spell.

Tobias Brackner7/10/2016, 6:01:31 AM3 votes

Nah, Teleport is an incredibly powerful tactical ability. Sounds like you aren't using it right or your team isn't taking advantage of it.

AP Ezreal is OP7/10/2016, 8:51:15 AM3 votes

And yet, it's still picked on every single top laner in the game.

HazyCloud77/10/2016, 9:20:22 AM3 votes

I actually think this is a good thing. I'd rather bot lane (and all lanes in general) be decided by who plays the laning phase better, not which team gets their midlaner, jungler, and top laner with TP to 5 man dive bot.

Flanking should be difficult.

venomous frost7/10/2016, 9:56:43 AM3 votes

TP was too good of a spell not to take, it literally overdrowded everything for toplane.

got a lvl 2 kill with ignite because you had ignite advantage? that's cute, your enemy now tps back to lane while you walk, giving him more CS/xp/gold and setting yourself behind.

your bot is fighting? you just lost the game because your enemy laner tpd there and got a triple kill.

HateDaddy7/10/2016, 5:10:36 AM2 votes

That's fine, it should be incredibly difficult to TP flank.

Riot wanted to kill people teleporting to an all-in and being able to get there in the channel time to actually have an impact on the fight, which this did. If you want tp now; you're taking it for laning and scaling first, global pressure second. Otherwise take ignite/exhaust in top lane.

Jaygo417/10/2016, 7:36:20 AM2 votes

Yeah TP is used like TF ult rather than by using it to push one lane with the team and then TP back or to roam somewhere and TP back... I think TP flanks are too easy

zlumpy7/10/2016, 1:28:01 AM2 votes

Felt more like 2 seconds added to me. Not complaining though as it gives me plenty of time to setup my CC gauntlet as Leona when they arive.

DarkRitual7/10/2016, 5:02:02 PM2 votes

TP change in a nutshell: Top laners: mad Bot laners: happy

devdev4637/10/2016, 1:33:05 PM2 votes

I think teleport should be removed honestly. It's not fun to watch or to play with because it's like "oh I don't have to group cuz I can just teleport in". Without teleport, there would be much more strategy involved with controlling the minion wave up top and would open up many many more picks to be viable up top. Sure they can pick that maokai, but if I pick riven and dominate him i get map control due to being able to push it in and roam elsewhere. Fuck teleport. Out manuvering and out rotating your enemy is much more interesting to do and more interesting to watch.

The second thing they should change is the rift herald so that top is less like an island. Rift herald incentivises the one with the buff to split push top quite a lot, and if the person that gets the buff is already ahead (which is the most likely scenario) then top gets quite boring for the one whose down. top lane shouldn't be an island. Change the rift herald to a respawn and change the buff to something that helps the team in some way.

TTGOz7/10/2016, 2:08:55 PM2 votes

I'd be fine with just a 4 second channel.

I TP'd back to lane after I died and it took me forever to teleport there and the kid already had about a 10 cs advantage on me just from me dying pre-level 6 and taking 4.5 seconds to teleport back to lane.

It's safe to say I got carried by ultimate cheese

1000angrybees7/10/2016, 2:58:17 AM2 votes

tbh before these nerfs the teleportfest in bot lane was fucking clownshoes and I never want to go back to that

I'd say change it to 4 seconds, maybe even revert it all the way but keep the ability to see it. That was so stupid that no one could see a god damn beam of light coming from the sky just because it was in a bush.

dim2a7/10/2016, 3:01:15 PM2 votes

I like the change -- TP ganks on bot were too OP in my opinion, and TP is still a strong spell. I still dread every game my toplaner doesn't have TP and theirs doesn't, it's still strong enough to turn fights around. Just requires more finesse to use, just-get-ward-behind-them-and-TP-to-it-whenever is not as good now, it requires fight/engage or objective contest to be going on, but in those situations it's still very powerful.

Draven Wun Trick7/10/2016, 6:15:15 AM2 votes

i disagree. i think teleport's short channel was being abused too much. how about reduce the cooldown of the summoner spell instead

Kayge7/10/2016, 8:58:23 AM1 votes

Also, if you look at it`s usage in game now, its pathetic. Most top laners now take ignite or ghost, because tp is become obsolete with the nerfs.

Larry7/11/2016, 9:26:23 AM1 votes

Huge problem was in landing phase, no time to react to tp