Idea for fixing the TP issues
- Remove Teleport as a summoner.
- Add a new tier 2 rune in the resolve tree that provides you with an activatable item.
- This item would have charges (2-5) and the same effect as the TP, only that it would only work for the turret you linked it with (dead or alive).
- With every turret you destroy, you would receive another charge.
This way, the following game problems could be adressed:
- No more TP play dependency in late game in competitive, as you would have to choose between having your last item and the TP (in case you didn’t spend all the charges) Also, the turret where you can TP could also get visibly marked, to reduce the impact in mid game. In addition, this system would still allow split pushing.
- No more TP clown party in botlane (which is quite gone already, as the TP cast time is too long, and if you do it, you most likely will lose top turret.
- Accessible for scalling champs to use it in a defensive way.
- The jungle early kills wouldn’t have so much impact as they do now.
- Top lane more interesting with more summoners variety.
Any ideas or opinions?