Really.... out of every OP thing, Hecarim's teleport ganks are nerfed....
I'm fairly angry about this nerf to Hecarim. If you want to nerf his mana, damage, heal from his E, by all means go for it, there is a case to be built. But nerfing his synergy with his passive, E, homeguards, and teleport was uncalled for and unnecessary.
First, teleport operates under a 5 minute CD, meaning that it is used sparingly during the course of game.
Second, due to length of games being around 30-40 mins, boots and homeguards have to be rushed first if you want to use more than 4 teleport ganks. Which in itself is a give and take to playing Hecarim this way.
Third, you need appropriate circumstances for a Hecarim teleport gank to work. You need to be in the base to ensure you have the homeguard buff, you need a well placed minion or ward on the map that is OUT OF COMBAT (homeguard buff is lost when you enter combat), and you need a low mobility squishy target (if a Caitlyn is split pushing all alone with no wards, she deserves to die). Moreover, to achieve the full effect, the max damage is usually achieved after 3 seconds of running with E activated, not immediately.
For such a sparingly used tactic, although it can be devastating at times, this is uncalled for. Hecarim players should be lauded with blue ribbons for well timed ganks, rather than sent back to the barn to cry.