Removal of Teleport Cancel Punishes Proactive Play

CloakAndGrenade··4 votes·2,334 views

Teamfights in League tends to shift extremely quickly and so does vision and vision control if both teams are doing their jobs.

The ability to cancel your own TP was a safeguard if the team fight suddenly shifted in an unexpected direction.

The punishment for canceling your TP was not going anywhere and blowing the cooldown.

Now if things shift suddenly or you realize you've been baited into a trap, you are dead. There is no way out. No getting yourself out of the situation. No decisions to make. You are dead.

Because of this, Top laners just aren't making cross-map TP plays anymore. Cross map TP plays during the laning phase was always risky. If you dropped down there only for nothing to happen, or worse still you die, you could be massively behind your laner by the time you come back top, and even lose a turret because of it.

But if you TP'd bot, and the bot lane got bursted quicker than you were expecting, or they just decided to ignore your pings and tp and screw off back to the fountain, you could cancel the TP and walk back the lane. Now the risk is far greater. Putting aside the turret plating which can punish the hell out of a roaming laner (which is fine), not being able to back out of a bad spot is just an awful feeling.

TP'ing to the other side of a teamfight around baron or dragon could zone an enemy team or bait them from the objective. It can still do that, but now if the enemy team collapses, you die and forfeit your buff, so why bother?

I'm a fill main, and I've been noticing I've been getting top a lot more recently and this is part of the reason why. I'm a team-oriented player and one of my tools lost. I can't understand the point. What was gained by removing the TP cancel?

6 Comments

Deep Terror Nami4 votes

You get punished for mistiming/misusing most other abilities, why not this one?

CloakAndGrenade2 votes

As I've said before, the punishment was it being wasted and put on cooldown and forcing you to walk other places. Especially given that TP's cooldown is absolutely monstrous, that's not a small issue.

iPooUnicorns1 votes

I think its better to roam to the lane from base then tp back top, especially if the lane has good engage potential.

CloakAndGrenade1 votes

Fair enough. I still would like to be able to cancel my TP's situationally though. Its removal doesn't seem to serve much of a purpose.

ValyrianBlade1 votes

The problem was that teleport was too powerful in some situations when it could be cancelled.

E.g. the enemy bot Lane is winning 2v2 against your bot Lane chasing them into tower. Top Lane TPs behind them.

Their options are: Continue the dive - possibility of getting 0/1/2 kills, but guaranteed to give 2 kills to enemy top, which will put their top in a bad position. Not to mention the wave may be in a bad place for them to trade, and it slows down the ADC scaling relative to the rest of the map. Or Turn on the TP, knowing they can 2v1 and kill the guy coming in while his teammates can't really help.

Pre-nerf, the top Lane just cancels his tp once they turn, enemy bot Lane is now out of range, and they get nothing except a tp cooldown when they should have had kills. Now, they get one kill on the top Lane instead of 2 on the bot Lane. Probably not worth it for the top Lane anyways, but the team that made a good 2v2 actually still gets rewarded for it.

Basically, pre-nerf top Lane had more skill expression and proactive play with TP, but bot Lane couldn't do any proactive play because of the fear of TP. Now bot Lane gets the same agency in the 2v2 that other lanes get in the 1v1.

Infernape1 votes

I still find it funny that a jungle main managed to get TP nerfed lol

Riot could've made cancelling your TP put it on a much longer cooldown.

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