Teleport is still op

lojician·2/21/2015, 7:12:11 PM·3 votes·1,431 views

It's been like this for a while and nothing has been mentioned so I assume riot was satisfied with their little wrist slap and is completely ignoring how broken teleport is top lane and the negative effect it has on the laning phase.

Riot made a big deal about tradeoffs and wanting strategic diversity when they buffed teleport, but teleport has no strategic tradeoff. It's still better than ignite in lane with the added utility of cross map plays. What it does do is incentivize boring, passive, low skill farm-offs by requiring your opponent to force you out of lane twice before you're actually punished at all and giving you an automatic cs and exp advantage over anyone who tries to create kill potential with ignite. I miss top lane deathmatch where every game had constant kill pressure and if you outplayed your opponent you actually killed them or forced them to back and miss waves of cs. Now you outplay your opponent and your reward is a 4 minute timer where if you do it again it actually matters.

I want that top lane deathmatch playstyle to at least be an equal option instead of being completely overshadowed by "farm until you can make an LC$ teleport #bigplay". Note that I'm not saying teleport shouldn't still be a viable option for people that want to help their team and make plays, it just shouldn't carry them through lanes vs summoner spells that are actually 1v1 focussed.

16 Comments

Lysdexic12/21/2015, 7:16:27 PM6 votes

And yet, flash is still the most overpowered summoner in the game. It opens up so many options for every champion. Teleport actually got a little closer to the utility that flash has because of its ability to have the remote top laners help out in any major teamfight breaking out across the map. Regardless of what you want, this is a team game and no amount of whining on the forums will make people suddenly want to sit top all game instead of helping out their team.

Abyssphere2/21/2015, 7:20:07 PM4 votes

At least it gives top laners something to make them relevant.

disregardable2/21/2015, 7:16:11 PM2 votes

It's still better than ignite in lane

how? you get those 3 creeps that you would have missed missed when you had to back because your opponent could all in you with their ignite after harassing you a bit?

Fitz n The Fool2/21/2015, 7:59:19 PM2 votes

I agree with the OP. I hate teleport. Takes all the fun out of top lane 1v1, because you're basically forced to take it. It needs a MUCH longer cooldown. 2 times as long at least. That way, using it is meaningful.

AdamFrostyBeast3/21/2015, 9:58:28 PM1 votes

it really is broken.. there's just like no reason to pick ignite over teleport... and that trend going around with wolves---> back ---> teleport to lane, level 2 with doran's blade + 4 pots is retarded... doran's blade was always supposed to be a risky start because it only allows you to bring only one potion..

Kapparoth2/21/2015, 8:10:49 PM1 votes

OP, I hope you're joking. TP is not overpowered. It helps so much, and it allows for top laners to help out other lanes if the top laner is doing well. League is a game of strategy, so don't get salty just because someone can use their options better than you can.

insaiyanbacca2/21/2015, 8:14:48 PM1 votes

i dont see the problem, but then agains on most tops i play i go both ignite and tele because flash is for the weak

Old Man Teeto2/21/2015, 7:44:31 PM1 votes

For competitive, it's fairly mandatory unless Shen is played, which isn't likely to happen again.

Top lane tends to need to impact the mid-game, and roaming is very difficult since the opposite side of the map is the "important" side meaning it takes forever. This means either they play 1v1 island and try to force pressure, or they play neutral and teleport impact fights.

With the current slew of junglers, the 1v1 island is too risky as they're easily punished. On top of that taking the second turret 1v1 is really risky as it's difficult to ward your flanks in the enemies jungle, and you're more likely to die and feed.


For solo-que, it's a tradeoff.

I feel in an Ignite vs Teleport lane, the Ignite needs to secure a significant lead over the other top laner since he picked purely for lane presence. Also, warding is far easier and less dangerous since Junglers and Mid's are far less reactive to a split pusher.

My feeling is +1 tower and +1 kill with hopefully +20~ CS for bringing Ignite over teleport. Bonus points if you can interrupt his teleport.