Re "Teleport negatively affects bot lane"

cfreetenor·10/19/2015, 9:49:33 AM·3 votes·1,097 views

I don't think this is a legitimate concern.

First of all, you can see opponents lay wards. Second of all, you can see the teleport channel if you ward yourself. TP rewards vision. If you really want to get a handle on teleport, put some strengths into its counterplays. Extend trinket ward duration by 30 seconds. I just pushed the hell out of the lane with ADC so we go from our tower to theirs in 20 seconds? I should anticipate that they put a ward in our bush. Or the jungle bush.

So, let's say Leona all ins and stuns one of us for the TP gank to be on time. Doesn't that mean we pushed the lane too far? Why would I push all the way up with their support and ADC having any kind of health left and no vision?

A main point I'm making here is please don't reduce any motivation for players to put wards on the map. More than anything else, it really is a vision meta, and there is not much motivation in normal or low ranked for players to see more than 5-10% of the map not occupied by minions.

Yes, there is split pushing that is a concern and I might imagine that this is actually one of the major problems that you see outside of bot lane. Tryndamere teleports when minions are up past outer tower and takes inner tower and an inhibitor tower before anyone has time to even get there. I know, I do it a lot and it is kinda cheesy. Honestly.. I think split pushing in general could be curbed a little bit, maybe have towers give random debuffs to one champion? Mainly attack speed and damage - or I could see reducing defenses as well so one person could legitimately deal with them quicker, before the tower falls. Give towers more power - like I said, buff the things around teleport that help to counterplay it. As it is it adds a great dimension to the game and is a lot more fun! It is more time spent in team fights and taking big monsters (and towers.. hehe), and less time running up an empty lane. I don't see that as a bad thing, even if this 'useless time' offers some sort of counterplay - I don't think it's counterplay that's worth having.

13 Comments

Sightless6610/19/2015, 10:06:50 AM3 votes

Extend trinket ward duration by 30 seconds.

That just makes shit worse. The problem with TP isn't someone jumping out a bush and catching me entirely unaware. The problem with TP is that they can pop up anytime I get even remotely aggressive and kill me for trying. Anytime I'm even a little out of position, I get murdered. Same for enemies. Decreasing the window of time they have available to gank and murder me is the solution, not increasing it.

You're really overestimating how much of the problem is due to enemies teleporting onto wards that we don't see. Vision isn't the issue. A guy jumping onto a ward or even onto a minion to punish even the smallest aggression is the issue. I don't understand what your solution would do to lower the window of that happening.

RPK9KM4K4A10/19/2015, 10:09:41 AM1 votes

What a bronze thing to say

Very Hard Engage10/19/2015, 10:24:27 AM1 votes

ah, where have the days gone where a pantheon ulting bot lane level 6 meant a double kill every time. or a nocturne picking on a lane for free kills, those were legitimate concerns.

Mimy10/19/2015, 11:46:31 AM1 votes

Teleport to Teemo shrooms. Aha who needs wards?

Hayaishi210/19/2015, 5:11:17 PM1 votes

You can't play aggressive at all in bot lane anymore.

The solution should be allowing us to kill wards/minions that are being channeled for an incoming TP, that is the only way you can give TP more counterplay.

Zone of Endless10/19/2015, 7:14:23 PM1 votes

The reason it's negatively impacting bot lane is because hyper carries are now in the bot lane making it a very volatile lane. One TP can snowball either hyper carries out of control and they can rekt shit by reaching their power spike faster.

It's also annoying for support/adc as well because they can't make an aggressive play if the enemy has TP.

Lord Macaroni10/19/2015, 9:55:57 PM1 votes

Buffing towers would be a good start like OP suggested. A lot of teleport ganks end up finishing at towers and the diving team escapes easily because of how weak towers are. But yeah, lane aggression shouldn't be punished by teleport being taken by both top/mid as a must-have summoner when good junglers should be the ones punishing aggression.

cfreetenor10/20/2015, 2:06:37 AM1 votes

I mean, the thing is you called it an 'unseen' TP but if it's unseen that's really your fault. If they have your bush warded and you extend past it without warding it, then the top laner can come in without you noticing.. if you do ward, then you'll see the teleport animation as soon as it starts. If you react to it immediately you can get away. So that doesn't mean it 'punishes aggressiveness', only that if you're **** punching the enemies tower while they're still alive then you have to be more vigilant.. which I think is fair early game.

cfreetenor10/20/2015, 7:47:48 AM1 votes

Exactly, we need buffs for the other spells. Exhaust is fine as is pretty much, maybe tweak the numbers so it's better than tryndamere's w.

Croanin10/20/2015, 8:10:56 AM1 votes

The flip side though is it's kind of nice for Top Lane to not just be a freakin island that no one cares about. Nothing is worse as a top laner then watching your bot lane crash and burn. Unlike the mid and jungle there isn't much you can do about it w/o TP, unless you want to sacrifice a turret.

Normally if your winning top you can just push your turret down and push the lane out as far as you can and roam down bot and just end the damn laning phase. But that's not always too easy, if you can't push your turret down you and roam down anyway you risk losing a turret, maybe two.