Double Teleport META

JRobin31··2 votes·752 views

Watching All Stars it would seem that the Double Teleport META is still strong... Rift Herald: not worth Dragon: meh (in Patch Rundown 5.24 they touch on how unimpressive Rift Herald and Dragon are) Increased cooldown on TP? TP already had a long cooldown Channel Time Increase? ooohh 0.5 second!

I guess we'll see more once the season starts, but have the changes to the game really shifted the META away from double TP? Maybe solo queue is using combat summoners (oooh scary fast snowball games) but Teleport is a team game summoner spell that you can use to coordinate with teammates.

So... a bit skeptical about the nerf to TP. I think that to break the double TP META. RIOT is going to need to make TP next to worthless or integrate a summoner spell that can act against TP. I say this because taking teleport basically comes down to the question of is teleport useful or not. If it is, you take it. If it isn't, you don't. There really isn't a middle ground for a Summoner like Teleport where you say "well maybe it's useful". It isn't a summoner that you just adjust the damage on in comparison to other combat type summoners. It is a binary spell. It either works or it doesn't. sort of like Flash. Flash is very binary. It either works or it doesn't. This is why Flash, in general, can't be made less valuable than other summoners. There isn't any scaling in how it works. It can't be made more or less effective. It either is effective or it isn't effective and there is no middle ground. If you want to move this kind of summoner out of META, you have to either make is useless or offer a summoner that counters it.

So yeah, unless RIOT decides to add Garrison to Summoner's Rift and give it the specific power to cancel a Teleport on ward, Minion, or Tower, I just don't see the Teleport META going away. Offering a Rift Herald as a disincentive to take Teleport is just a flawed reasoning, because using Teleport already involves leaving an objective behind (your tower). so if players were already willing to leave their tower behind, why should they care about leaving the new Rift Herald behind? Teleport actually gains strength because now it can be used to get a numbers advantage on a fight over Rift Herald too!

TL;DR: yeah, I'm not seeing why double TP should fall out of META and the fact that I'm seeing it at All Stars suggests to me that it still is META. Any thoughts?

8 Comments

Snowball4u2 votes

Double tp was to put pressure all around the map, especially bot. The goal was to get your team ahead, and the enemy team behind, so you would reach your late game power spike before the enemy team. It was also a way for champions with awful early games to simply get back to lane without losing any farm. Since the preseason, everything got much faster. Games end in about 25-35 minutes and once one person gets a lead, there isnt much you can do to stop them. If the goal is to snowball your way to victory, than why would you waste a spell to help your late game, when you can have ignite that will help you get a kill?

Honestly, I havent watched worlds but I feel as if top lane should be starting to take ignite so that they can press their lead up there. However this may not always be the case.

Erockandroll1 votes

{quoted}

Double tp was to put pressure all around the map, especially bot. The goal was to get your team ahead, and the enemy team behind, so you would reach your late game power spike before the enemy team. It was also a way for champions with awful early games to simply get back to lane without losing any farm. Since the preseason, everything got much faster. Games end in about 25-35 minutes and once one person gets a lead, there isnt much you can do to stop them. If the goal is to snowball your way to victory, than why would you waste a spell to help your late game, when you can have ignite that will help you get a kill?

Honestly, I havent watched worlds but I feel as if top lane should be starting to take ignite so that they can press their lead up there. However this may not always be the case.

Personally, I think you really do need the global pressure from TP. If not just for turning fights around. Without TP, you will have problems splitpushing, and in objective control.

The one exception may be shen, who has the global power on his ult. Someone generally needs to have that global pressure, and toplane is probably the strongest candidate to do so. What's not required anymore is the double teleport.

Snowball4u1 votes

In solo queue, playing champions such as riven, irelia, rengar, and any other top lane carry, it is much more beneficial to take the ignite so you can get your lead in lane and start to press it, weather that is by shoving top to the inhib, or roaming to get your mid laner fed.

In teams however I definitely could see how you might benefit from a tp, however most of us don't play with or on a team.

LankPants2 votes

The game rewards team snowballing now more than ever. It also rewards individual snowballing more but it's to a far lesser extent.

While Riot did nerf TP it doesn't matter because the meta shifted even further into TPs favour. A early double TP bot can snowball the game so far into one team's favour and make it impossible for the other team to win unless the winning team throws.

TP can be non-meta at it's current or even S5 strength, it just requires a meta that doesn't favour it. If you wanted to make TP bad without touching it at all you could mega buff towers and take value out of objectives. This would create a meta where the ideal way to play is just to farm and try to snowball individual lanes. Teleport would probably be fairly bad if the meta were to slow down significantly to a pace more similar to S2.

Ormylar1 votes

{quoted}

The game rewards team snowballing now more than ever. It also rewards individual snowballing more but it's to a far lesser extent.

While Riot did nerf TP it doesn't matter because the meta shifted even further into TPs favour. A early double TP bot can snowball the game so far into one team's favour and make it impossible for the other team to win unless the winning team throws.

TP can be non-meta at it's current or even S5 strength, it just requires a meta that doesn't favour it. If you wanted to make TP bad without touching it at all you could mega buff towers and take value out of objectives. This would create a meta where the ideal way to play is just to farm and try to snowball individual lanes. Teleport would probably be fairly bad if the meta were to slow down significantly to a pace more similar to S2.

I agree that the meta back in S2 was a lot slower and shortly before world, running heal was the meta but even there, TP had it's uses for team advantages. Reminds me of CLG and their triple teleport strategy.

Cherysse1 votes

TP Has always been part of the meta

iluvalar1 votes

I played 2-3 games since in started to play in S3 without tp. Every time I immediately regret my choice.

JRobin311 votes

watch IEM Masters too: Double Teleport is META (and it never stopped being META)

Also, there seems to be some confusion in the community about the difference between snowballing and closing a game quickly.

Snowballing is the principle that once you get an advantage you can use that advantage to gain more advantage and use that advantage to get more advantage after that. As such snowballing doesn't care about game length and the game was always affected by snowballing. This part of the game actually hasn't changed that much.

The part of the game that changed is that games end sooner and it basically comes down to not having to wait for death timers. Basically, a team fight is only decisive if the game can be ended before the death timers expire. Games used to have to wait longer for the death timers to become significant compared to the ease of ending the game before a decisive team fight could be played. Now the decisive team fight can be fought sooner in the game because the game can be finished in a smaller death timer duration. This isn't a change to snowballing; it is a change to game pace. It is different from the concept of snowballing which relies on taking a small advantage and making it huge over time. I just finished watching a good example from IEM. The team that was behind in gold won a decisive team fight and was able to finish with the shout casters saying the team that lost was in control for most of the game. In other words, the game wasn't decided by snowballing it was decided because after a decisive team fight the winner of the team fight was able to finish the game.

Anyways, I digress. The main point of the thread is about Double Teleport. And what I'm saying is that Double Teleport never stopped being META in team play. Double Teleport is a binary summoner spell (like flash) that is either effective or not effective and encouraging other summoner spell choices revolves around making Teleport ineffective or creating a "rock-paper-scissors" effect where another summoner spell actually counters Teleport. Adding a Rift Herald didn't do anything to discourage Teleport META.

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