The extra second added to Teleport really hurt it

I understand the thinking behind why, but if any team has vision or is even close to seeing where the Teleport is coming from, the opposite team has 4.5 seconds to get away, and that is huge. 3.5 seconds before hand was balanced enough, now it makes it almost impossible to set up a gank with Teleport unless its executed almost perfectly and syncronously by all players. If you are going to make the timer to this extent, at least make it much harder to see, Teleport has a very long cooldown and it should be used for big plays once in a while.

We're testing a new feature that gives the option to view discussion comments in chronological order. Some testers have pointed out situations in which they feel a linear view could be helpful, so we'd like see how you guys make use of it.

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