Suggestions for balance change to TP

Dopeson·7/18/2015, 2:07:06 PM·1 votes·711 views

It is pretty clear that TP has become one of the most valuable summoners spells to the competitive seen. It creates the ability to manipulate the map and its strategic and effective use has won many competitive games or driven the strategy of a composition. While there are many upsides to TP, the summoner spell also has its glaring downsides most notably discouraging aggression in the bot lane and creating a barrier for many Top Lane champions who do not bring the same TP impact.

It is with these downsides in mind that I have come to feel that TP needs some kind of re-balancing that will still enable all the bright sides of the summoner but not completely control the pace of the game in the earlier stages, stagnating aggression.

I have 3 main suggestions and I would appreciate feedback as well as alternate suggestions:

  1. Make it so TP has a semi-global range that increases at certain levels. (The TF treatment) By making it so that TP does not have full global range at early levels, it would force top laners to have to roam out of lane if they wanted to make a TP play bottom rather than just backing up into fog of war and showing up bottom during the middle of a fight. This would make a Top Laner showing up bottom be more of a coordinated effort rather than just cleanup duty after a team pushed an advantage. They would either have to leave lane sooner, or prep themselves to show up bottom before the fight starts.

  2. Make it so TP has a longer CD based on the distance traveled with the spell. This would be the lightest possible change to TP but it would still have a great impact on TP timings throughout the game. If teleporting from top to bottom, or top right of the map to the bottom left added another 30 seconds to the timer of TP it would create more strategic use of the spell because it would mean less freedom for a Top who prefers to stay away from the team and only show up when the enemy engages. The issue I have with such a change is that clarity would be difficult, because not having a rough estimate of how long an enemies TP is on CD would be punishing to strategic play. To counter this, I would say they should make different colors for different CD timers of the spell. So if its a short CD it is a blue TP, medium CD green TP, longest CD orange TP.

  3. The last change would be to increase the TP channel duration based upon distance traveled. This is pretty clear cut, if you want to TP further away it takes longer to do so giving the enemy more time to react. What I like most about this change is that we could also make it so that if you are fairly close and are trying to TP the teleport could be much shorter making using TP for aggressive hard engage more viable because it would not be quite as telegraphed. So if Hecarim wants to TP in with homegaurds across the map he can still do it, but the enemy team will have more time to react. If a malphite wants to TP in from a little more than a screen away however, he can get that awesome surprise factor.

So these are my suggesstions, I would love to have a discussion about these ideas or just TP and its impact on the metagame and its current health.

4 Comments

Lauricella37/18/2015, 2:33:28 PM1 votes

well typically if you are taking teleport you are either giving up kill pressure in lane (ignite) or an escape (flash)

typically teleport has quite a long cooldown and channel time which can be interrupted by cc also all teleports can be seen in the fog of war, so it is very had to get a surprise tp as the enemy has 4 seconds to react, thats just my 2 cents.