Nerfs To TP And Early Kills?

Dear Ambellina·6/30/2016, 2:26:41 AM·1 votes·430 views

Personally I don't understand why 6.13 added nerfs to both the channel time of tp and the experience gains of early kills as they seem entirely counter intuitive. What Riot has said they want to do with the tp nerf is reduce the chance of success in cross map tp plays, which is fine, but this seems like a poor way to go about it and at the wrong time. By nerfing your benefits of taking a combat summoner, you create more of a reliance on tp. All too often what happens is the player who gets the first kill of the lane, especially at early levels, will have their wave shoving in. So now they are forced to try and hard shove that to the turret or the enemy will tp back and set up a freeze, but at early levels with short death timers this almost never works. So now they channel tp to a minion, it can't be killed, and they've set up a freeze and likely forced you to recall since you'll be pushed up with low health/mana from the previous fight. At this point if you walk back to lane, you miss several waves to their freeze, and if you tp back to break it, then you're a sitting duck for a gank and with trading summoners you haven't really gained much to show for that kill. Now with experience on early kills going down, this is the case even more.

So now, if you take a spell like ignite, and your opponent takes tp, both mid and top, you're likely to get the short end of the stick, even if you win your lane. So is this supposed to limit the strength of tp? If so, it seems it has done the opposite.

What I propose is that this nerf to tp is reverted back to a channel time of 3.5 seconds, but teleporting to creeps does not make them invulnerable, similar to how it works with towers. You want to try to get to that creep before I kill the wave? That's fine but do so with a risk of me killing the creep and cancelling your tp. Then if forced to tp to tower, at least the killer can safely shove, recall, and come back to a resetting lane. In addition, this also solves Riot's fear of teleport being too strong in cross map plays by limiting a player's choices in what they can or can't safely tp to, and providing the team being teleported on more counterplay. With this they would have the option to press forward and take the fight, try to retreat in time, or attempt to cancel the tp and turn with the risk of being wailed on in the meantime and having no way of escaping should the tp finish.

That's just my idea though, would love to hear more thoughts on it and thanks for taking the time to read it.

1 Comments

Saevum6/30/2016, 2:37:08 AM1 votes

The nerfs on the early kills hypothetically speaking its an attempt to delay the snowball power of certain champs, but yes, it just dragged everything and not just some. Dont know if intended tho.