Does teleport have too much power?
So as things are right now, summoner spells don't see very diverse selection overall, heal and ignite/exhaust for bot, smite for jungle, ignite for a lot of (not all) mid, and TP (sometimes* ignite) top. I'm assuming pretty much everyone takes flash in this case, knowing that's not 100% true as there are those that take ghost. In addition, certain circumstances like high cc teams will bring about cleanse, and some assassins warrant exhaust/barrier mid lane, twisted fate might bring both ghost and flash, etc. In my opinion TP is one of the biggest problems. Most other summoners basically effect one opponent or yourself. The nature of TP allows it to impact way more. We've even seen it creeping onto some mid laners (looking at you
) which just doubles its potential impact and safety for its user. I'm not sure if there is a way to fix this, or if Riot actually considers this a problem. Or if there are a lot more other players consider it a problem? I want to know what makes teleport a healthy summoner spell because I seem to be missing it.
I know they don't strictly encourage meta champions, and probably feel the same way about summoner spells, but generally you get strongly punished when you don't take these summoners. Even the moderately-meta pick of ignite top lane, is easily punished because if you get forced out of lane with TP, by death or just force, you are back in an instant. If you are forced out of lane but you brought ignite and the enemy has TP they get a distinct advantage without really any overt skill to do so. TP also encourages a lot of plays to be made across the map. Which is great, I'm sure riot wants to encourage team play, but TP is normally used bot and if only one top laner has it he can change the game, and it can have nothing to do with the skill of his teammates.
I think that while TP encourages better team play it also encourages uneventful play in the bot lane, and often can lead to members of the team feeling they have no say in whether they get ahead or not. It can be both frustrating as an adc and a support in the bot lane to not be able to push a lead or make a comeback because a laner on the other side of the map took a summoner that is really really hard to punish.
I've seen some streamers and pros and players I've played with, in all roles, complain about the impact a single TP can have on a game. With that said, I'd like to see maybe the duration of the cool down, maybe a range change to semi global much like pantheon and twisted fate ults are? Maybe there's a way you could punish someone for TPing to the same area they just backed from? That way safely getting back to lane is more costly. Just spit-balling.
This all come from someone who both abuses TP plays as a top laner and gets f*&%#d by top laners coming for da booty as an avid support player.
Thoughts?