Teleport is Being Looked At Because it's Popular

Prospector Pete··182 votes·9,819 views

Meanwhile summoner 4

207 Comments

Critmaster Garen86 votes

we had summoner diversity in top lane once.

summoner 12 summoner 14 summoner 11

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 summoner 1 and changing summoner 4 into a better balanced version of summoner 32 for summoners rift.

make summoner 4 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 summoner 6 summoner 7 summoner 1

OyddAWqJ5r8 votes

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.

TurquoiseYoshi50 votes

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.

fééd l0rd26 votes

so.. you had fun playing against runeglaive ezreal and against toplane cinderhulk tanks ? i am glad they nerfed lane smite.

TurquoiseYoshi49 votes

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.

idoki6 votes

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

Critmaster Garen3 votes

{quoted}

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.

darkchan554 votes

[{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...

AMYS GRAVE15 votes

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.

LeeDark3 votes

No, gated behind Bami's Cinder. If they bought the jungle item first, they were just bad.

Mast3rShake3 votes

it is still 850g of no stats no matter which they purchase first

fééd l0rd4 votes

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.

TurquoiseYoshi10 votes

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.

fééd l0rd1 votes

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.

Ariel the Cruel12 votes

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.)

TurquoiseYoshi1 votes

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.

Trias0001 votes

{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

Ariel the Cruel9 votes

Galio Garen? I love that guy! Always giving me health during team fights!

Remlap122317 votes

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.

Biffolo6 votes

Don't forget the cheese warwick fiora top that simply killed you whenever their ult was up :)

Shaded Striker5 votes

Imo, smite top was incredibly overrated.

Mandaari7 votes

into a better balanced version of summoner 32 for summoners rift.

Don't give Riot the idea of moving that spell to SR. It's not balanced for even ARAM.

TurquoiseYoshi30 votes

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.

KONO RUBICK DA5 votes

{quoted}

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?

TurquoiseYoshi7 votes

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.

CupcakeTrap6 votes

{quoted}

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:

(1) I do like that Flash is strong, because it helps reduce the size of the mobility gap. Without Flash in the game, zero-mobility Champions would be even more screwed.

"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:

  • Flash-Tibbers initiate when they go for the first Baron: Wins a teamfight for your team
  • Flash to steal Baron: Gets Baron for your team and helps you push down a tower
  • Flash to kill their super-fed carry, though you'll die as well: Gives your team a fighting chance in that teamfight for their inhib
  • Flash to escape a gank: Saves you from one death
  • Flash to dodge Blitz hook: Assures a dodge, whereas otherwise there'd have been about a 30% chance you'd be caught
  • Flash to gank a lane that's low: Lets you get a few more hits in and increases odds of a kill
  • Flash because the enemy typed "press d to dance": Gives your team a laugh at your expense
  • Flash into a wall: Makes your Champion wish they had a smarter Summoner

(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.)

(2) However, I'd like to see other spells buffed to the point where it can be viable to take them instead of Flash, if you're smart about it.

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.

iamleburk3 votes

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.

SwapShadows19 votes

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.

Kat Head7 votes

{quoted}

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).

Erockandroll11 votes

[{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.)

KONO RUBICK DA6 votes

{quoted}

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?

Sire Hippington5 votes

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.

Jeddy01710 votes

I think they should remove flash temporarily in one patch during preseason just to see how hard it shakes things up.

KONO RUBICK DA3 votes

{quoted}

I think they should remove flash temporarily in one patch during preseason just to see how hard it shakes things up.

exactly

Ser Garland4 votes

{quoted}

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.

Borfin5 votes

{quoted}

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

JedenVojak2 votes

{quoted}

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.

qetzel5 votes

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:

  1. That the relevance of top lane to the rest of the game was dominated by who has the best pre level 9 TP gank
  2. 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.
Critmaster Garen17 votes

{quoted}

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:

  1. That the relevance of top lane to the rest of the game was dominated by who has the best pre level 9 TP gank
  2. 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 summoner 14 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.

Ser Garland2 votes

[{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 summoner 14 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.

darkchan54 votes

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 Be Rad4 votes

I can't believe people are actually in here defending Flash. If everyone needs it, I think that's just bad design - period.

The Loveless1 votes

Everyone needs to win too. Is that bad design?

waits for Flash squad to upvote ridiculous question

Dr Poro1 votes

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.

I Be Rad2 votes

[{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.

PeachsProperty3 votes

<---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?

junglerboy163 votes

Rather than nerf it, buff the others that never see the light of day, or liven up their niches at least.

summoner 21 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.

summoner 13 Needs to be made more valuable, maybe it should passively grant mana regen? Maybe % increased max mana?

summoner 1 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.

summoner 3 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.

summoner 4 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.

summoner 6 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.

summoner 7 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

summoner 14 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.

summoner 11 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.

summoner 12 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.

Captain Aishi2 votes

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

Baunjo2 votes

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.

My Waifu Vanilla4 votes

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.

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