Riot took one step forward and 10 steps backwards with the teleport nerf

Elohaven··24 votes·9,117 views

Considering ignite made heal a useless summoner spell and takes away 25% of your health if you're a squishy (410 true damage).

Snowball oriented meta and towers are useless where one back means losing your tower.

So the only useful secondary you gave botlane was teleport. At this point, if you don't take ignite botlane - you're useless.

I mean, it always had a long cooldown and this benefit.

You made a snowball oriented meta and the one of the few viable options to reduce it get nerfed.

6 Comments

heroikc11 votes

They already are a mile behind with ADC state, snowball, Assassins, tanks being moot...etc, etc.

Acheron165 votes

Remember in season 4, when they buffed Teleport so it had reduced CD when used on towers, so laners could recover a bit if losing? And how until then, every toplaner just brought Ignite cuz you had to win lane?

And now, 4 seasons later, they just go full circle and make Teleport useless, in favour of Ignite, which was buffed to deal 510 damage at level 18.

Sp33d Zer01 votes

Play has gotten so much better over the years that now teleport is simply too strong for how much better teams are at team play. It's important we remember that the game 4 years ago was played nowhere near as optimally as it is today.

Acheron161 votes

I don't agree. People played just as fine before, only the meta changed. Teleport was a niche summoner's, same with Heal (which was downright useless), that was used by people with very weak early games in order to stay in lane. Ignite was the default summoner:s for top laners.

Teleport was buffed in order to make top less isolated and in turn became the default top laner summoner spell.

Champions with bad early games will still pick Teleport now, but why would you play such a champion when games are so short and Ignite got a damage buff?

flibitydoo4 votes

Everyone is still going to run teleport I reckon. This nerf is addressing a symptom and not the core issue.

You need teleport so you don't give up your tower. So you don't fall behind in CS/lane control.

You don't need heal or barrier because damage is so damn high it makes no difference.

To fix issue 1, towers need to be tankier especially early game. The fact that a jungler can gank, fail to kill you, force you to recall and destroy your tower before the 5 minute mark (if you didn't run teleport) needs to be addressed.

To fix issue 2, tower dives and sending 4-5 people to a lane should be punished heavily (and a lot of base damages on champs like brand and zed need to be toned way down).

Larriet2 votes

I think the nerf is justified in the "bigger picture", although it couldn't come at a worse time. Same as those shield/Forbidden Idol nerfs; justified, but really sucks with the timing (the shield nerfs affected a lot of champs I play, even Orianna unexpectedly, but I think they were the right direction in the long run).

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