Teleport is Being Looked At Because it's Popular
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we had summoner diversity in top lane once.
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guess what happened... this is bullshit. if they want diversity, then they shouldnt have nerfed lane smite, when it was on par with tp and ignite, just because they think smite doesnt belong into lane. it didnt cause any actual problems.
if they wanted summoner diversity, they would look into buffing
and changing
into a better balanced version of
for summoners rift.
make
an actual nieche summoner for champions that need the ability to engage and dont make it the all purpose escape/engage summoner.
if someone wants escape he should look for
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Lane smite was a bad idea in general. The entire point of the Smite items is to provide meaningfully strong items to offset the machete early game. Giving it to laners as an option to simply buy the item outright broke it.
I have no idea why so many people hate lane Smite so much. It's a fun idea, and leads to some interesting alternate builds.
so.. you had fun playing against runeglaive ezreal and against toplane cinderhulk tanks ? i am glad they nerfed lane smite.
Runeglaive Ez was a bit annoying, but the Cinderhulk Top laners were about 400 times less toxic than Riven, Fiora, Darius, Garen, GP, and Trynd.
Expect they overshadowed most top lane picks with mini-exhaust+mini-ignite packed into a late game scaling item. That's a big no-no
Expect they overshadowed most top lane picks with mini-exhaust+mini-ignite packed into a late game scaling item. That's a big no-no
they walked into lane with a friggin machete and 2 pots. you youd have whooped their asses before they even got the first upgrade.
[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=EMwOzcuu,comment-id=000200010000000000000001,timestamp=2015-10-18T19:05:36.170+0000)
they walked into lane with a friggin machete and 2 pots. you youd have whooped their asses before they even got the first upgrade.
you dont start a machete on smite laners...
mini-exhaust+mini-ignite
gated behind an 850 gold item that gives no combat stats. You gave up having a summoner spell until 15 min unless you weren't buying useful laning items. You tout it as if it was straight up stronger at all times but you had to punish the choice early as it forces bad items early if you actually wanted to use your second summoner spell.
No, gated behind Bami's Cinder. If they bought the jungle item first, they were just bad.
it is still 850g of no stats no matter which they purchase first
okay. agree that the reworked champions are overloaded and overpowered. Riven aint a problem and trynd is easy to beat.. i still dont miss the times where there were 2 unkillable cinderhulk tanks.
I would rather face a brick wall than Trynd or Riven. I would rather play around with positioning and sophisticated teamfights (with a passive early game) than getting dove every couple minutes, even if I can destroy them late.
you are silver 4 and i dont think there are rivens which are destroying you THAT hard.. if its the case like you told us its not riven its just you. you dont know how to play against her amirit? uhmm and trynda.. cc is strong against him, so is ignite. and here are a few champions he has a hard time dealing with : jax, teemo, rammus, rammus, rammus, renekton...
trust me these brick walls have less counterplay than tryndamere has.
I just hate tryndamere's play style.
Early game: Pray to RNG gods to land double and triple crits during every trade. Or don't and be useless all game. Exciting.
Mid game: Split push. Only split push. Never stop split pushing. Because you're near useless in a team fight unless fed. And ignore anyone trying to stop you because of ult. Yay!
Late game: Wait... you made it to late game? Hope there's a Sivir or Zilean on your team; other wise just solo baron and afk at nexus.
(Before "that guy" shows up: I dislike Susan for similar reasons.)
Okay, Riven was a bit dumb. But I just don't like Trynd, as he's kinda obnoxious to deal with early.
What's so bad about the brick walls? Early, it's a very even, balanced lane. Late, you're trying to aim for the backline, not them.
{quoted} What's so bad about the brick walls? Early, it's a very even, balanced lane. Late, you're trying to aim for the backline, not them.
Meanwhile, they spin around your entire team dealing massive damage while being unkillable - 
Garen? I love that guy!
Always giving me health during team fights!
It wasn't fun, it was bullshit. You had Shyvana and Nasus cheesing top lane. I personally took TankPlank top because his Q could proc Challenging Smite. I did it because it was bullshit. It didn't have a place in the game, and the game was much healthier after smite got removed from top and mid.
Don't forget the cheese warwick fiora top that simply killed you whenever their ult was up :)
Imo, smite top was incredibly overrated.
into a better balanced version of
for summoners rift.
Don't give Riot the idea of moving that spell to SR. It's not balanced for even ARAM.
To be fair, the game was balanced around Flash being nearly mandatory. It was not balanced for the Top, Mid, and ADC all having TP.
I'd like Flash to be less mandatory as much as you, but it's not gonna happen.
To be fair, the game was balanced around Flash being nearly mandatory. It was not balanced for the Top, Mid, and ADC all having TP.
I'd like Flash to be less mandatory as much as you, but it's not gonna happen.
how top mid and adc having tp completely break the balance of the game?
The game has been balanced with the intention of giving everyone Flash. It's been that way for a long time. However, when another summoner is made mandatory, you now have a bit of a stale summoner spell meta. You get Flash/TP for Top/Mid/ADC, Flash/Smite for Jungle, and Flash/Exhaust (or Ignite) for the Support. Heal and Barrier and Cleanse and the others are now niche at best, and useless in all situations at worst.
To be fair, the game was balanced around Flash being nearly mandatory. It was not balanced for the Top, Mid, and ADC all having TP.
I'd like Flash to be less mandatory as much as you, but it's not gonna happen.
My noob opinion:
"Wait, how does more mobility reduce the mobility gap?" Well, think about it from a diminishing returns perspective.
Think about a game as presenting a series of Flash opportunities, where one can use Flash or another mobility option to gain some advantage: hopping over a wall to escape, or initiating a teamfight with a big CC ability, or whatever. This is rather artificial, but here's an example list, ranked in descending order of bang-per-dash:
(I'm using Flash there, but really what I'm talking about is a "dash" or "blink", whether from Flash or an ability. If you have three blinks, you get the top three options. If you go up to six blinks, you get to add in the next three: not as awesome as the first three, but nice nonetheless.)
Now remove all mobility from the game, except that everybody gets one Flash per match. Well, you'd presumably use it on that Flash-Tibbers, or whatever you thought was the most valuable opportunity presented.
Then add a second Flash per match. This one would give you less total value, presumably, because you'd be using it on the second-best option.
And so on.
Put differently, let's say we have some dashy high-mobility Champions who can take advantage of the top 30% of blink-opportunities. Adding Flash lets them expand that to, say, the top 40% of opportunities. But it also lets the zero-mobility Champions take advantage of the top 10%. Going from 0 to 10 is a lot better than going from 30 to 40; going from 0 to 10 lets you steal the sweetest plums, whereas the 30-40 options are presumably somewhat less exciting, or else you'd have nabbed them earlier.
(It's possible, of course, that mobility synergizes with mobility, which would turn this model on its head. For example, maybe there are some super-high-value moves that you can do with two blinks in a row, but can't do with one. If the options that open up when you go from 1 blink to 2 blinks are much better than the options that open up when you go from 0 to 1, then adding Flash makes the gap worse.)
Maybe Flash fills an especially valuable role in balance. Still, I'd like to see other spells buffed to the point where someone with a really clever strategy might be able to make a flashless spellset work. For example, maybe make Heal strong enough that a resistance-tank might want it.
Or at least make Ghost strong enough that it can measure up to Flash for Champions who are durable enough to not instantly explode. (Arguably, I guess that's already the case? I'm a noob, like I said, so I'm not sure.) That at least offers people two mobility options with different pros and cons.
You are absolutely correct. Summoner spells do not have to be balanced with other summoner spells, they just have to be balanced with themselves. It is a tough concept to grasp, but its essentially "why get IE over deathcap?" because different summoner spells are intended for different champs. Flash on the other hand is intended to be used by all champs, like boots. Nerfing flash would be a big nerf to immobile champions. You think a kalista or a yasuo cares if you nerf flash? No. its going to be the immobile jinx's, Oriannas, and Udyrs who actually get hurt by it.
Flash is mandatory on almost every single champion. At this point it's better to leave it alone instead of trying to nerf it or delete it.
Flash is mandatory on almost every single champion. At this point it's better to leave it alone instead of trying to nerf it or delete it.
Attacking the one lane that needs teleport to be relevant is a bad idea. Top lane needs teleport to be the way it is (or buffed), to have an impact on games. It is ridiculous how many other lanes are using it now, but Riot needs to be very careful when nerfing this ability.
I do not play top lane very frequently, but I do not believe nerfing teleport would be a good idea for that lane. Every lane should be able to impact the game. THE GAME IS BOT LANE, whoever wins that wins the game (and Riot is buffing bot lane, LOL).
[{quoted}](name=Kat Head,realm=NA,application-id=3ErqAdtq,discussion-id=EMwOzcuu,comment-id=00000000,timestamp=2015-10-18T14:04:07.693+0000)
Attacking the one lane that needs teleport to be relevant is a bad idea. Top lane needs teleport to be the way it is (or buffed), to have an impact on games. It is ridiculous how many other lanes are using it now, but Riot needs to be very careful when nerfing this ability.
I do not play top lane very frequently, but I do not believe nerfing teleport would be a good idea for that lane. Every lane should be able to impact the game. THE GAME IS BOT LANE, whoever wins that wins the game (and Riot is buffing bot lane, LOL).
Global pressure is a strat. Similar to having powerful Teamfight strats, and objective control strats.
Top lane Can make the best use of TP due to how far they are from the rest of the team. Which is why they take it. Of coarse Top lane isn't the only one who could make a TP gank.
With Everything considered. If Riot can't nerf TP, without completely screwing over the Top lane. Then they would have to buff other strats to compete with the power TP give them. (which may require buffing combat summoners such as ignite.)
Flash is mandatory on almost every single champion. At this point it's better to leave it alone instead of trying to nerf it or delete it.
but teleport isn't mandatory on almot every single champion? deft used it while being an adc. why teleport is nerfed but flash for the same reason can't be nerfed?
cause there is still time to do so. The game is already prettymuch balanced around the fact that flash exists and is picked 99% of the time for serveral years now, it's to late to make major change without haveing huge impact on the game overall. TP however is just on the edge of beeing mandatory, the game hasn't been balanced around it, so there is still time to pervent it from becoming mandatory without distorting the game to much.
I think they should remove flash temporarily in one patch during preseason just to see how hard it shakes things up.
I think they should remove flash temporarily in one patch during preseason just to see how hard it shakes things up.
exactly
I think they should remove flash temporarily in one patch during preseason just to see how hard it shakes things up.
Leblanc rules the world. Spoiler alert.
Flash is mandatory on almost every single champion. At this point it's better to leave it alone instead of trying to nerf it or delete it.
i have to begrudgingly agree, you think we never see immobile champs in the current meta now, wait until their one and only get out of jail free every 5 minutes card is gone
remove flash and lol becomes League of Lee Sin
Flash is mandatory on almost every single champion. At this point it's better to leave it alone instead of trying to nerf it or delete it.
All the more reason to address it.
I think it should be removed entirely.
This isn't exactly what was said. Well, it is, but there is more to it. In the balance team Q&A some other concerns were raised. These were:
This isn't exactly what was said. Well, it is, but there is more to it. In the balance team Q&A some other concerns were raised. These were:
- That the relevance of top lane to the rest of the game was dominated by who has the best pre level 9 TP gank
- That with TP being so prominent, all fighting, at least early on, focusses around the bot lane. My interpretation of this is that it leads to a stagnation of strategy in the early game.
as long as drake and carries ar on the bottom part of the map, all fighting will focus around bot lane anyways
the question is if top lane has a part on these fights or reverts back into an island. here is what happens when tp gets nerfed. everyone will run
again.
right now, the choice between tp and ignite is still a pretty valid option. if i pick a lane bully, ignite adds a ton of kill potential to my already strong laning and i may put so much pressure onto my opponent, that he needs teleport just to hold the lane.
ignite still makes you a much larger threat. as a lane bully and split pusher. if they want to do anything, they should maybe give it a slight cooldown buff instead of neerfing tp.
[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=EMwOzcuu,comment-id=00030000,timestamp=2015-10-18T15:39:58.362+0000)
as long as drake and carries are on the bottom part of the map, all fighting will focus around bot lane anyways
the question is if top lane has a part on these fights or reverts back into an island. here is what happens when tp gets nerfed. everyone will run
again.
right now, the choice between tp and ignite is still a pretty valid option. if i pick a lane bully, ignite adds a ton of kill potential to my already strong laning and i may put so much pressure onto my opponent, that he needs teleport just to hold the lane.
ignite still makes you a much larger threat. as a lane bully and split pusher. if they want to do anything, they should maybe give it a slight cooldown buff instead of neerfing tp.
Keep in mind, that scaling champions who play smart can make your ignite summoner useless. They focus on getting as much farm and surviving as much as possible, and as long as they can deny you kills pre 9, they win. They out scale you, the lane bully, and they have the added advantage of teleport, which allows split pushing, objective taking and backdooring late game, whilst your ignite sits in your summoner spells panel as a useless spell post 9.
first off there isnt really anything you can do about flash aside from removing it from the game, and teleport is actually kind of problematic right now. its the safest summoner spell to take, as it stops people from really punishing you in lane, for example, veigar mid, one of the picks that people are bitching about being op, is really only viable because of teleport. normally for all of veigars utility and scaling you sacrifice a lot early game, but with teleport he skirts around being punished, so you no longer have the downside that kept him in a balanced state.
teleport is basically the macro version of flash, flash corrects micro mistakes, like positioning. teleport corrects more macro mistakes, like being bot side while you should be contesting baron. or not warding, getting ganked, then just teleporting back to lane and not losing anything for not warding
I can't believe people are actually in here defending Flash. If everyone needs it, I think that's just bad design - period.
Everyone needs to win too. Is that bad design?
waits for Flash squad to upvote ridiculous question
Please nerf boots. They're OP because everyone buys them. Some things are bought/taken by everyone but it's okay because the game balance is based around it. If you suddenly just remove flash or boots, the meta would shift in unpredictable ways and certain champs/strategies could get insane winrates before they get gutted.
[{quoted}](name=Dr Poro,realm=EUW,application-id=3ErqAdtq,discussion-id=EMwOzcuu,comment-id=00210001,timestamp=2015-10-19T10:14:55.838+0000)
Please nerf boots. They're OP because everyone buys them. Some things are bought/taken by everyone but it's okay because the game balance is based around it. If you suddenly just remove flash or boots, the meta would shift in unpredictable ways and certain champs/strategies could get insane winrates before they get gutted.
You totally don't get it. There are multiple kinds of boots, and they're balanced in that different champs take different boots. Mages can take Lucidity or Sorc, and can even justify Swifties. There's diversity, balance, and multiple choices. That doesn't exist with summoners. Which is the entire point. When to buy boots also has strategic value. It's not a free "Oh sh*t" button like flash.
Flash just had too much usefulness in one spell. Gap closer, escape, re-positioning, dodging skill shots... There should at least be something comparable. TP comes close. But what about the other summoners...? It would be healthy for players to strategically choose BOTH of their summoners, just as players can choose which boots to buy.
<---used teleport back in season1 before it was popular.
Flash needs a change.
they dont like champions being 100% pick rate why allow summoner spell that is prolly taken 75% of the time?
Rather than nerf it, buff the others that never see the light of day, or liven up their niches at least.
should be significantly beefier, but also last for a shorter duration (1 second or less) and more importantly be activatable through CC, to reinforce its role as the selfish anti-burst summoner spell.
{{summoner:2}} Simply doesn't need to exist anymore, Blue trinket does its job, only better.
Needs to be made more valuable, maybe it should passively grant mana regen? Maybe % increased max mana?
Already has a solid niche, the only problem is Riot hates CC that can be cleansed, and that trend needs to stop before Cleanse becomes a relic only useful for combating "archaic" CC like roots and stuns rather than the proliferation of displacements.
I Don't think this one needs changes. It is already an excellent tool for a team player and has many different uses while still primarily being focused on shutting down a specific individual.
I hate Flash because no matter how they nerf it, it will always be really good. They can nerf the range, they can nerf the CD, and that's it. They've done both on more than one occasion, and it stays dominant no matter what. I think the only solution for flash is to make it an innate ability for every champion and give them all an additional summoner spell slot.
This ability needs to grant either slow immunity or some sort of major tenacity steroid for it to be worthwhile anymore, since it has to keep up with people with dashes and has to wade through mountains upon mountains of slows.
This ability has and always will compete with Barrier in its current form, so I'd suggest changing it to be a heal over time rather than an instant heal (ideally it would simply divide the heal in thirds for a total heal of the same amount over three seconds, or 30-115 HP/second). This will help differentiate it further from Barrier as a long term combat aid rather than a burst negator. Alternatively, they could make it heal based on max or missing health (either as a heal more flat amount for every % health missing like Yi's meditate, or heal x% max/missing health per second for 3 seconds
This spell is a strong early kill spell, but late game it feels too useless and is outclassed in terms of playmaking by both exhaust and TP, so I would suggest making the healing reduction affect increase in strength based on champion level, capping at something much higher than now as a strong but highly situational shut down for an out of control healing champ. A cooldown increase may be necessary to compensate for the added late game strength.
This spell has pretty much run the gambit at this point and seems to be in a healthy spot, with all three smites being used and useful in most metas at the moment. Poacher's smite needs some addressing, but that's a whole different story.
The star of the thread, I think this ability has a lot of strengths but also some obvious weaknesses, and is overall a really healthy option right now. If the other changes I've suggested get implemented at least partially, then this won't be super dominant anymore, it will just be a good choice amongst many other good choices.
the difference between flash and teleport though is that flash enables aggressive early game plays while teleport discourages it... when two solo laners face each other with TP, they have no incentive to fight each other, since they generally have low kill pressure, while also making the other lanes not want to play aggressive for fear of being TP-gangbanged the moment they commit to a fight
Actually, two solo laners with TP do not constitute a lack of incentive to fight each other. Rather, champions with very high kill pressure are seen taking teleport as well, because they do not need ignite or exhaust for example to kill their laner, so teleport becomes a viable option to do exactly what you explained with passive pressure on other lanes, as well as maintain a lead in your lane.
I do understand you said " generally have low kill pressure " but that really is not the case whatsoever.
The problem with tp being popular is it makes bot lane a boring as hell farm lane and punishes any sort of aggression. If you are playing Draven and Leona for instance if you go in on their Kalista and Soraka or something mid and top will instantly tp down along with their jungler ganking to make it a 5v2 where they kill you and then they take your tower and dragon as well while you may only get a top tower. Woooo fun times where I get punished for trying to be aggressive.