Does teleport have too much power?

T1tanic··1 votes·680 views

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 Diana ) 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?

4 Comments

Floooooooooooops2 votes

Ah I remember the days of season two where practically every single person would take ignite and flash. But maybe that was just lvl 12 me?

toonpang1 votes

The summoner spells meta is a LOT more diverse than it used to be.

I think teleport's in a good spot; it gives toplane power from its lane as "the island" to actually interact with other lanes and can make for very interesting plays, but is on roughly the same cooldown as Flash as a result.

What really needs attention is Clairvoyance and Clarity, two slightly weak and rarely used summoner spells.

If they were buffed considerably [or even combined into one!], I can guarantee you we would see more diversity in SS picks.

Clarityvoyance: Upon use, restore 40% of missing Mana/100% of missing Energy and reveal all enemies' locations on the minimap for 1 second.

ZephyrDrake1 votes

{quoted}

The summoner spells meta is a LOT more diverse than it used to be.

I think teleport's in a good spot; it gives toplane power from its lane as "the island" and can make for very interesting plays, but is on roughly the same cooldown as Flash as a result.

What really needs attention is Clairvoyance and Clarity, two slightly weak and rarely used summoner spells.

If they were buffed considerably [or even combined into one!], I can guarantee you we would see more diversity in SSes.

highly doubt it, while blue orb is still a thing there is 0 reason to ever pick clairvoyance and clarity would need some sort of massive secondary effect for it to ever be useful. Even if you combine them no one will ever care enough since both effects aren't useful enough to occupy an entire Summoner Spell

T1tanic1 votes

Roughly the same as? If used on a turret its 3:30 cd and otherwise 4 minutes right? While 1 minute isn't a big deal when you're talking hours when what you compare it to is 5 minutes that's 20% difference. Which is way different. You can actually quite reasonably burn a flash or two with one tp and use it again before its back up. That doesn't detract from you believing this is a sufficient cd for it to have, I just think its a little too short. But I wanted to see if people agreed, you don't, which is why I posted this! As far as those other summoners, I agree it would be neat to see them get use, but their ideas are hard to make desirable to me without some other change.

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