What If...

The DrBonjigollo··61 votes·1,647 views

What if the duration and cooldown of summoner 12 was shortened based on how close you are to whatever you're teleporting to? I think this would be cool cause it would also give the option of mid-laners and some junglers to pull off some better tp ganks and give better reactions to bot-lane clown fiestas. Just an idea.

25 Comments

Wyrmblade7 votes

I hope the CD would be short enough to deny CS, that'd be hilarious.

50000000000000001 votes

Alternative urf mode where summoner spells and item actives have low CD but champion abilities have 0% CDR

ThePerson763 votes

OMG 0% Cdr would be great! Full cooldowns!

50000000000000001 votes

That's what I meant. 80% or more for activated items and summoner spells, but full cooldown for champion abilities. (Unless you weren't being sarcastic)

ThePerson761 votes

I was.

AwesomeChad5 votes

well heres the thing: when you reduce the cooldown of TP, bot lane becomes a toxic lane of which team had the better TPs. Then, ADCs go into a deep depression because they get camped and denied alot of farm meanwhile their support ditches lane because they don't want to be in a losing lane.

The DrBonjigollo1 votes

bot lane becomes a toxic lane of which team had the better TPs

That's one of the main benefits/consequences of this idea that stays constant with TP in general (IMO bot is already the lane of toxicity).

Say you're Top and you want to gank another lane, you're going to miss out on a lot of cs whether you TP or walk there. The better TP would be either from fountain, maybe, or if you're already on the way there. Either way you put it you're missing out on cs, especially if you fail the gank.

ADCs go into a deep depression because they get camped and denied alot of farm meanwhile their support ditches lane

Maybe its just me, and this is probably bad/dumb, but I think this is how league should be played. If the adc simply can't farm due to the adc soraka with ashe support poking every 2 seconds it may be better to just give up 1st turret (preferably after your team got turret 1st blood) and farm under the 2nd turret while the supp roams helping out other lanes while keeping bot jg warded so the ADC doesn't get gang-banged under turret because the whole enemy team was hiding by blue/red buff (I mostly think this because in the majority of my games after bot turret is lost both bot laners come mid).

Chalizard4 votes

Im surprised how many people upvoted that idea. No offense buddy but don't you think it would be too op?

The DrBonjigollo3 votes

It probably could be op probably for champions that have heavy engage or early invades, but I don't think it'd be overpowered. Perhaps for assassins it would be because if there's a ward near the enemy's backline they could tp mid-teamfight (AkaliShacoLeblanc) but thats all strategy, if the tp is seen or the rest of the team is killed it'd be easily countered.

Chalizard1 votes

But TP is already good choice for mid and top laners and what would it become if it gets buffed?

The DrBonjigollo1 votes

Much much MUCH stronger and more commonly used for people who actually help their teams rather than trying to 1v5. It'd also help a lot with team fights cause it'd be easier (or harder depending on distance) for splitpushers to rejoin their team.

Aazzlano2 votes

And it would completely throw off the entire concept of positioning. Having good rotations and positioning don't mean shit if you can teleport anywhere you want.

The DrBonjigollo1 votes

Super true but the cooldown would stay the same as it is now and theoretically if this would ever happen the cd should increase if you tp to something that's nearby in order to balance it out.

notice me Sin pi2 votes

it would be nice for most players but too broken in LC$ level, where every summoner spell/item active/ult cooldown is taken very seriously

LA Losty1 votes

It would generally just screw up most high elo games since you cant keep track of the summonerspell and thus you cant play around it which is a big deal.

The DrBonjigollo1 votes

You make a beautiful point there but I think in most games if you see a tp you're gonna back off anyways and if you're in the LCS you're probably going to memorize the duration x distance in addition to sound, tp already gets louder as it nears its end.

So if someone is tp-ing to a ward in the exact center of the map and if its loud only 2 secs in it means they're close and you should back off immediately, but if its longer than about 4 seconds they're probably in the jungle, 6 secs near inhib turret, 8 secs in the fountain. Based on its sound most players (LCS-wise) within range of whatever is being tp'd to would be able to base how much time they have to kill their enemy laner and gtfo before the tp finishes.

FantasySniper2 votes

The cast time and visibility would balance out any shenanigans.

I approve.

Wheatloaf1 votes

Good idea or not, I think it's interesting.

Knalxz1 votes

Riot will see this as a reason to add a second flash into the game while turning a TP from across the map into a slipspace jump aka taking months to arrive at a singe location.

The DrBonjigollo1 votes

Honestly thats one of the main reasons I though of this, basically this would be an alternate bush flash juke with a much better/ different range.

Bladerunner77771 votes

??????

You do realize this would literally increase "bot lane clown fiestas" 10-fold due to the inability to accurately time an enemy's TP cooldown?

jst vibe1 votes

LOL that would be such aids man. So like full length tp 10 sec duration gg farm.

TeCoolMage1 votes

umm what? full length tp will be full cooldown

LA Losty1 votes

It would be impossible to time and keep track of it then. Wich makes it extremely hard to play around, both when it comes to smaller skirmishes or when it comes to taking big objectives such as Baron. It would be kind of cool, but not a healthy change if you ask me.

Arcus Diabolus1 votes

Make it so there is a sizable minimum cooldown and I'm on board.

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