Teleport Fix Idea: Nerf the Pro-Plays, Increase the Fun

Hey all! Recently a friend and I were tossing around thoughts on Teleport, a Summoner Spell that has warped gameplay around itself for quite a while. A little upset to see its utility as a cross-map tactical tool nerfed as a result of the over-sized effect it can have on teamfights and the ability to threaten other objects yet show up at a moment's notice, we took a spin at a fix that we think keeps a lot of what makes Teleport fun while putting a higher cost on the biggest, most game-defining moments it can create. Your thoughts and comments are appreciated. ------------------------------------------ #Suggested Adjustments * Teleport only targets allied towers or allied/enemy dead towers (excepting towers within the enemy base). * Cooldown lowered from 360 seconds to 280 seconds. Reactivating Teleport, issuing an attack command in the vicinity of the start location, or casting a spell cancels it. Issuing attack or movement commands around the destination location queues those commands up for once the Teleport completes. * Channel time reduced to 3 seconds. * A new non-keystone rune **Wayfarer** is added to the Inspiration tree on the Contraption tier (alongside Stopwatch, Magical Footwear, and Hextech Flashtraption). This rune empowers Teleport every 10 minutes (starting at 5 minutes). When Teleport is empowered and off cooldown, you may cast Teleport to target an allied minion or ward with a 50% increased channel time. This consumes the empowered effect, and starts the cooldown for the next empowered effect. ----------- #Design Rationale * **Teleport only targets allied towers or allied/enemy dead towers** *This retains a lot of the gameplay that non-pro players currently use Teleport for: responding to split-pushes, threatening objectives, and getting back in lane after being stomped. What it cuts down on heavily is the ability to push a lane or threaten an objection while still responding quickly to a fight or gank in progress elsewhere on the map, which is where Teleport often gets out of hand. A top laner who wishes to influence bottom lane, for example, must now either walk there or arrive at tower and reveal himself/herself on the approach. The expansion of the valid targets to enemy dead towers is a reward for greater map control, and retains the use of Teleport to push deep objectives and join allies in the mid-to-late game.* * ** Cooldown lowered from 360 seconds to 280 seconds. Reactivating Teleport, issuing an attack command in the vicinity of the start location, or casting a spell cancels it. Issuing attack or movement commands around the destination location queues those commands up for once the Teleport completes.** * **Channel time reduced to 3 seconds.** *These changes may be overly aggressive, but could be adjusted back up if needed. With Teleport more restricted in flexibility, however, it seemed reasonable to let it be used a bit more often and a bit more swiftly. Astute observers will note two additional changes: cancelling Teleport no longer lowers the cooldown, and movement commands no longer interrupt it. The former is to put a bit more cost on threatening a Teleport to end a teamfight, while the latter is simply a quality-of-life change in the case of accidental misclicks.* * **A new non-keystone rune **Wayfarer** is added to the Inspiration tree on the Contraption tier (alongside Stopwatch, Magical Footwear, and Hextech Flashtraption). This rune empowers Teleport every 10 minutes (starting at 5 minutes). When Teleport is empowered and off cooldown, you may cast Teleport to target an allied minion or ward with a 50% increased channel time. This consumes the empowered effect, and starts the cooldown for the next empowered effect.** *The addition of this rune allows us to let people buy into the ability to increase Teleport's versatility and get back the current gameplay, at the cost of rune investment and forgoing some other appealing options. It has multiple balancing points, including the time per empowerment, whether the cooldown starts when the empowerment is gained or when the empowered effect is used, what time it comes on, and what the channel time is. It's introduction means that you still have to worry about Teleport ganks when it is taken, but the frequency decreases to 50% of what it is in a current game, resulting in Teleport retaining some of its current power for ganks while gaining more strategic power in teleporting to towers. This allows pro players to seize those moments, while creating larger windows of opportunity when they are baited out or the effect is down.* ------------------------ #Updates/Concerns \#1 -- This might lead to deaths not being enough of a setback. In that case there are a few possible solutions: * Teleport is unavailable for the first X minutes of a match. * Teleport has an increased cooldown in general. * Teleport has a time limit on how often it can target the same tower. * Teleport grants you reduced experience for X seconds after using it (clunky, but addresses the issue). * Teleport has a death lock-out of 10-15 seconds. \#2 -- This may enable characters using Teleport to simply survive in lane too well, or swap lanes too frequently to avoid conflict and farm for the late game. Possible solution uncertain at this time. [](https://vignette.wikia.nocookie.net/leagueoflegends/images/b/b7/Teleport_screenshot.jpg/revision/latest/scale-to-width-down/350?cb=20170512195901)
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