Teleport is the most fun and interactive out of every summoner spell

SwiftKitten88··94 votes·16,314 views

it gives you warning... when its coming.. it promotes map awareness, from both sides it promotes communication. it is the summoner spell i wouldn't mind seeing on every champion in every lane... if something happened to summoner 4 .

you want to nerf somthing? nerf summoner 14 which u fucking broke for no reason at all.

teleport is FUN it is EXCITING, it makes game ENJOYABLE.

there isn't a single summoner spell in the game as well designed as summoner 12 and it should be the gold standard on how they should be.

Which MORON in charge thinks we have some form of PROBLEM with teleport being in more than top lane?

these are the kinds of things that made the early seasons FUN.

if anything i would give teleport a BUFF not a nerf, i would nerf summoner 14.

other summoners like summoner 21 last 2 seconds.. and a max rank summoner 14 even damages more thansummoner 21 absorbs.. even if it didn't last 5 seconds, while summoner 21 stays up for only 2.

dont fucking nerf summoner 12 ..

NOBODY FUCKING WANTS THAT!!!!

87 Comments

S0kaX18 votes

Too bad they mostly care about LCS, and in LCS nobody complains about Ignite. But oh well, RITO needs that money from LCS even though they get a lot from RP purchasing.

imprôvise8 votes

Riot nerfs cuz of LC$

Sõna2 votes

maybe it's time to encourage to stop watching LCS.. just because ADC brought TPs in LCS games, hence they going to nerf it without considering the feeling of solo que/normal games..

Davaken7 votes

I would argue that summoner 4 is the best designed summoner spell in the entire game. Definitely not the most balanced, and you could think that a summoner spell being almost required on every champion in the game is bad design, but I really love the high moments of aggressive plays you can make with it, and the whole strategic element of keeping track on which enemies have it or don't have it.

I also like teleport. Don't think Riot should nerf it, but maybe buff heal, exhaust, barrier and or ghost instead.

3TWarrior4 votes

it's actually been the least healthy summoner spell in the game ever since it's design. When it was first created, the developers thought it would just be a fun gimmick and only had it on a 30 second cooldown

soon enough, it became what champions are balanced around because it gives anything EXTRA mobility without a cost except for the time delay

flash is one of the few summoner spells where you can quite literally say, "if a champion can not use flash effectively for one or the other of offense or defense, then something is very wrong with that champion"

Champion Skin2 votes

Flash is also the most powerful kind of mobility a Blink because unlike dashes it doesn't have a travel time (and dashes are vulnerable to being canceled if they are hit by a displacement during the dash) which is also why things like Poppy W and Azir Wall doesn't work for stopping Blinks (unless you blink into Azir wall instead of over it)

And it is also more or less instant with no cast time which also very powerful (compared with Ezeral E and Kassadin R which have a slightly delay/cast time)

TwitchInMyPants5 votes

The CD is up from original teleport, the delay is up from original teleport, and we're in a meta where teleport is used less than any other meta because there's less average gametime. At no point was teleport weaker and they're choosing to nerf it again, and I guarantee it's over its ability to snowball teamfights and splitpushes.

And instead of addressing how fragile towers are and addressing how easy it is to get a gold lead from a single good teleport gank, they're going to nerf teleport which won't affect pro play's attitude given they want reliable plays and will likely still take it, and it'll just make solo Q less safe promoting either stronger bullies with ignite or even more passive picks to justify the TP. Basically reinforcing the extreme snowball madness or stall for your life meta that's entirely the problem making teleport attractive even when it's never been weaker...

Hupsis5 votes

Teleport should be teleport... not a "I'm posing a huge threat on botlane but fake it and get to do it again in three minutes instead of five since it was a fake"-port...

Smitemidlol44 votes

ignite has a 210 sec cd while barrier has a 180 sec cd i'd lose my fucking mind if barrier absorbed a full ignite

BLIGHTBRINGER49 votes

Barrier lasts 2 seconds, and Ignite lasts 5 seconds. It's literally impossible for Barrier to absorb all of the Ignite damage.

But honestly screw Ignite, it's the worst summoner spell of all, and the one that is most game changing summoner spell right now. EVERYONE is taking it, Supports, Top Laners (will now take it after the TP Nerfs), Mid Laners, and even some Junglers who are willing to sacrifice their flash for bonus early damage.

LordGeovanni4 votes

Worst summoner spell would be the brokenshit all the roles take every game.

UnboundHades7 votes

summoner 4 ?

Arcane Blue Boi1 votes

well atleast flash doesnt directly impact me when an oponent uses it.

LordGeovanni1 votes

Flash does directly impact whether you get a kill or not in fights much like dieing from ignite can also do. Riot Doesnt seem to see that quick mobility spells should have drawbacks but they fine with putting a larger draw back on a cross map teleport that already has a massive draw back when you use it in that it takes 4 seconds to activate but the free use instant mobility that everyone takes almost every game that fits almost every situation isnt that strong in comparasion in riots mind. You Like riot Just see flash as a foregone conclusion and thus dont consider its impact

Arcane Blue Boi1 votes

If it may directly affect me, its more than a ''good for you'' for my oponent, rather than what the good for you antoym might be, sorry but i cant explain it better

its the only spell that affects my oponent when im using it, along with exhaust, but exhaust isnt as opressive because it doesnt allow for a stupidly high lethal some champions have with ignite (although i recall exhaust being nerfed for this same very reason: it interfeered with the enemy too much)

remakoro6 votes

If by using my defensive options i cant counter offensive options - then what is the fucking point to even try?

Pika Fox3 votes

Heal heals more than ignite does damage, even including grievious. Point of barrier is lower CD. Offensive options in general are supposed to outscale defensive; your statement can be used against you as well: if my offensive cant beat your defensive, why even try?

remakoro14 votes

On scale from 0 to 10 how high are you? Im

Heal heals more than ignite does damage

If you gonna troll at least make up something more sensible.

Pika Fox3 votes

Except it does. Summoner heal outheals the damage ignite does, even through grievious.

Edit: Mb, the recent ignite buff slightly put it over the edge after the heal nerf. Either way, youre still negating more than half of ignites damage post griev, and all of it if not more if used before ignite. Pop an HP pot, and youre good.

2Charmnot2Charm2 votes

Heal actually does heal more than the damage of ignite from levels 1-5, after 5 ignite starts to outdamage heal.

But honestly if people are going to heal they should be doing it before they get ignited in the first place.

remakoro3 votes

You wanted to say until level 3? in case if you managed to heal before you got ignited? If you got ignited before healing then ignite will outdamage heal even on lvl 1.

Oakleaf Ranger1 votes

{quoted}

If by using my defensive options i cant counter offensive options - then what is the fucking point to even try?

Because barrier and ignite are not opposites of each other. They are not in the game to counter each other and serve different purposes. Barrier is there for those who want to survive/soften up immediate burst.

Ignite is to help finish off opponents and to help win an all in vs champions with defense tools in the form of sustain.

Plus the general rule of thumb should always be proactive>reactive gameplay.

remakoro1 votes

Not gonna argue any of this. I will just say that this is where you arrived with proactive gameplay. This is the first season in which ignite deals more dmg than barrier gives you shield. At least first in last 5 years.

Wicked FlamezZ1 votes

idk, alot of ppl above seem to think youre wrong. It might be you.

Meep Man4 votes

I think summoner 12 doesn't need a nerf.

I think summoner 21 summoner 1 summoner 3 need buffs, whether small for Exhaust or a little larger for Barrier and Cleanse.

Blossom of Time2 votes

I would love clarity being brought back into summoner's rift. They could give it a buff on cd and range. I'm always down for some more mana, especially when they removed mana pots. I was so mad when they removed mana pots. I'd say that's when the game went downhill.

Arcane Blue Boi1 votes

i mean at this point runes aremore impactfull than summoner spells

ModAcademy Kayn3 votes

I hate it when people get to use it after I kill them Top to get back instantly. It means I'm low, and I have to back, and now I have to burn teleport just to keep up the advantage I earned from either a 1v1 or a coordinated gank.

I enjoy it's play making. I enjoy being able to just teleport Top with a big wave just to take a tower, or ganking from a behind ward Bot. But I don't enjoy the fact that it can negate advantages earned from effort. Barrier just helps with all ins, ignites secures trades, heal can save folk, but none of them negate the advantage you've earned. They can help you even the advantage, through effort, but it doesn't simply lessen your reward for effort.

3TWarrior3 votes

well, at the same time, you could argue that since you achieved the lead, you could back, return to full health and teleport into lane, ignoring the consequences of being overextended and now you have a 300 gold lead, likely an experience lead and a CS lead that they have to burn their own teleport to keep up with unless they want to lose a large amount of time getting back into lane

being overextended from a trade you can't recover from isn't the spell's fault

back when revive existed, one of my favorite strategies was to take revive and teleport, slip into bottom lane after a lost battle and pick up an easy double kill

riot only removed revive because it was being used by trollers, but come on, it was one of the greatest spells in the game XD

also felt great to revive TP back into a team fight

people like flash and jerk reactions. I like controllable outcomes of risk versus reward because I paid for one summoner spell with the loss of another

revive and TP leaves you with no defensive spells after all

ModAcademy Kayn1 votes

well, at the same time, you could argue that since you achieved the lead, you could back, return to full health and teleport into lane, ignoring the consequences of being overextended

Except that's an aggressive use, same as Ignite or an offensive Exhaust, you're using something to secure/gain a lead, instead of simply negating the lead someone earned. It's the same as teleporting to a lane with a huge minion wave, or teleporting bot to help with a gank, you're using it offensively to gain an advantage. You're not negating someone elses.

3TWarrior1 votes

well, it's what you wanted, right? They try to use their teleport to overcome your bad positioning or to take the minion wave and regain some ground

again, being overextended isn't a problem of the summoner spell, it's just how the players use it to deal with the situation

you secured a lead, you either back or face your opponent's chances of recovering that lead

teleport lessens that interval and allows you to continue farming safely

this is a DEFENSIVE use of teleport

an AGGRESSIVE use of teleport is what the opponent was doing to you, forcing you to take defensive action against their sudden positioning ahead of time

if they used it against another lane, it would be the same, an aggressive use of the spell

Dope Solo2 votes

Exactly right. These so called 'balance people' need to pull their heads out of their asses.

Modl Ryden l2 votes

Well I wouldn't call it interactive. It certainly is versatile, very versatile, and fun.

In a lot of scenarios you'd want to keep it to split push. Which some could argue as very uniteractive as you're constantly threatening to take down a structure, more specifically inhibitors.

But right now as it stands it ONLY used as a means to stay relevant in the game for how poor you perform.

You died and lost first blood? TP to lane, farm under tower - in a lot of cases very uninteractively Nasus Shen Fiora Garen Chogath and get big and impossible to 1v1. Or mid to late game, you're still negative? 0/3? Keep farming lanes where no one is nearby until your team needs you. "Oh you guys have it handled and don't need me? I'll cancel and farm some more! It'll be up sooner since it's reduced cooldown."

What Riot is doing is just making it harder to keep farming when your team needs you the most. You can't flake out last minute because your team won 4v5 at Baron pit and now YOU, the TP user, gets to have a reduced cooldown for the next fight that breaks out where your team still most likely not need you.

SoarinJC2 votes

In a lot of scenarios you'd want to keep it to split push. Which some could argue as very uniteractive as you're constantly threatening to take down a structure, more specifically inhibitors.

I'm not sure how that isn't interactive; in soloq, many top laners can't play tanks right now because of conqueror's prominence and the simple fact that tanks usually require teamwork to play with unless they get significantly ahead. Because of this, there are 3 main options: teamfighting carries, bruisers, or off-meta picks. Carries excel at teamfights, and in general easily beat out bruisers unless, again, the bruiser is far ahead. This means that the only option for a non-fed bruiser to have any impact is to split-push and be able to teleport once every 5 (or 3?) minutes. This leaves a wide window of opportunity for fighting when it is on cooldown, or since it has a 4.5 second cast time, they can easily disengage and reengage a few seconds after it is canceled. Otherwise the bruiser would be forced to sit in a teamfight and die over and over with no very little impact for the most part, until they lost. That doesn't seem interactive at all. Neither is pushing without tp, hitting towers every so often until you can be sure you have an opening, then going ham until the teamfight is over, at which point you retreat and do the same thing again and again. With tp, there is a choice which is otherwise unavailable, and is one that can and obviously does change the way the game is played.

But right now as it stands it ONLY used as a means to stay relevant in the game for how poor you perform.

You died and lost first blood? TP to lane, farm under tower - in a lot of cases very uninteractively Nasus Shen Fiora Garen Chogath and get big and impossible to 1v1. Or mid to late game, you're still negative? 0/3? Keep farming lanes where no one is nearby until your team needs you. "Oh you guys have it handled and don't need me? I'll cancel and farm some more! It'll be up sooner since it's reduced cooldown."

If you get first blood and allow a champion to farm under tower without taking advantage of it, that's your fault for not being proactive and making the plays that need to be made.

  1. Start a freeze. Punish them if they walk up. If they get jungle help, notify your jungler to it and they will make a move. Otheriwse, you just won your lane if you don't make any stupid mistakes. If their jungler doesn't come, you can easily set up a dive with your own.
  2. Can't start a freeze? Shove and roam. Invade the enemy jungle (safely) or look for objectives to take with the rest of your team. Never sit back and play reactively.
  3. Just beat them right out. Don't let the enemy player get to late game by letting them farm it out. Chances are, if they're a champ that needs to farm to late game, they won't be strong early. Take advantage of it and punish them for any mistake, taking towers and other objectives when you aren't tilting them and making their lives hell just to try and get farm.

If you let them get to late game and no one on your team has made any extreme mistakes or fed the enemy a feast, you can only blame yourself.

Plus, if the enemy is 0/3 or worse and is still able to out-push you or counter split you, that seems like a you problem, not the game. They shouldn't be able to get priority and tp before you do, or possibly even tp at all if you are in a winning position.

What Riot is doing is just making it harder to keep farming when your team needs you the most. You can't flake out last minute because your team won 4v5 at Baron pit and now YOU, the TP user, gets to have a reduced cooldown for the next fight that breaks out where your team still most likely not need you.

A 5 or 3 minute cooldown is still easily able to be taken advantage of in anything but coordinated pro play. Respawn timers are 60 seconds at most before 40 minutes, and if you let a scaling comp that wins off of farming get to 40 minutes then that is entirely your fault. Either way, that's still at least 2 minutes to make plays around the map, which is exactly what you should be doing when a tp is down. Plus, if you're ahead, I don't see how you would lose a 5v4 teamfight in the first place if you actually play well and are ahead as you say.

All in all, I don't think tp is as polarizing as you say. Sure, it can help someone who's losing to not lose as hard, but it can also help someone that's winning to secure a win at just the right time. Either way, it depends entirely on your using of it, and the impact of each play that can be made both with it up and with it down.

alagore1 votes

I disagree. The best usage of teleport is making plays around the map. That is interactive and interesting. Want to know what isn't interesting? summoner 14 This fucker. Point and click, free damage on all in. That's it. And yet, it got buffed while teleport is getting nerfed and toplane gets even more boring and snowbally because you can't do shit in lane. What a fun time we're all having right?

LordGeovanni2 votes

Why are they nerfing this again they Killed the cooldown then they increased the cast time which killed reaction tps and killing people who are recalling and open shop instead of paying attention before the reach the base they further increased that with shortening recalls from 10 seconds to 8.

SoarinJC2 votes

Okay, but can anyone recall the last time they saw summoner 13 in summoner's rift and the user wasn't trolling? If anything, riot needs to focus on re- creating or creating new summoner spells that offer counterplay or playmaking potential instead of trying to fine-tune spells that are already good at what they're supposed to do.

3TWarrior2 votes

thought they removed it back when they removed mana pots

if they brought it back, it's actually one of my favorite spells to apply lane pressure with long-range abilities

SoarinJC2 votes

To be honest I'm not sure, but even that makes my point entirely. No one even uses it enough to care to know whether or not it is used in the main part of the game. At this point it's only collecting dust except for the few who use it on ARAM.

3TWarrior1 votes

personally, they could probably add a lot of chaos to the mix by adding a 3rd summoner spell

not that great of an idea though because of how much the game is balanced around champions' usual summoner spell picks

still miss revive and clarity though...great spells just under-utilized

didn't really make any sense to remove them when they served a purpose, even if they weren't picked

it also didn't make much sense when they removed the original warding system because organized pro teams could keep the map covered XD

SoarinJC2 votes

Just goes to show the game is purely balanced around pro play now.

I like the 3rd slot idea, but agree about it being too much chaos. Barrier + Heal + Flash in lane would be too broken to even think about.

I feel like if they re-added old summoner spells and came out with even 1-2 new ones it would create a much more interesting gameplay experience and meta.

3TWarrior1 votes

eh, exhaust, flash ignite would probably be worse

or smite flash ignite

Kecuz2 votes

Yes OP Im having so much fun whenever i teleport. Thanks for the meme OP. I had a great laugh.

Demonblade Talon1 votes

barrier is extremely broken

Daddy Ants4 votes

[{quoted}](name=Demonblade Talon,realm=NA,application-id=3ErqAdtq,discussion-id=HOjeFia5,comment-id=0012,timestamp=2018-07-08T09:31:21.889+0000)

barrier is extremely broken

Of course it is.

It helps mages survive vs those mongoloid Assassins!

Assassins must be able to burst and their targets have no way to react!11

/s

Arcane Blue Boi1 votes

even with barrier assassins can still burst through it

Blossom of Time1 votes

If anything, they should nerf flash. It's been a dominate spell since season 2. Riot's refused to nerf flash because they want "flashy plays" to be made during the LCS which is a big joke IMO. GIve flash a higher cooldown, reduce it's range. Make it a summoner spell that not everyone has to take. This way they can add more diversity in the game. I wouldn't mind a flash that's on a 7 minute cd.

Blossom of Time2 votes

*More diversity in summoner spells

Also I had a summoner spell idea a year ago. It's basically a summoner spell that if launched and it lands, can blind the enemies screen to a certain range, like quinns Q. It'd basically be an offensive summoner spell, allow the jungler to get into position to gank, etc. It was only an idea. :p

Infernape8 votes

They can't nerf or remove Flash. The entire game is balanced around Flash's existence. Nerfing or removing Flash would mean every immobile champion instantly becomes useless.

LatetotheRace1 votes

I don't think so, because it's just a everyone wins/loses. It all cancel's itself out. I'd say 60%+ of my flash interactions are a double flash where there is no net gain or loss at all.

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