At the moment teleport is pretty unbalanced. It makes it impossible to capture a flag if the other team pays attention, as they can just all teleport on top of you if you go anywhere near one. It also leads to the rook's roll/hammer combo being pretty much unavoidable; even if you're constantly moving round, if you're close enough to the flag to cap it a good rook will be able to hit you nine times out of ten with his boulder. I'm not suggesting removing teleport from the game, as it adds tactical options and team play. However, if it stays in its current form, all the demigods on each team will have to stay together whenever any of them are in range of enemy buildings, otherwise they'll get ganked by the other team. Two potential solutions:
i) add some kind of graphical effect at the location the teleporting demigod is travelling too. This gives any demigods in the target area some warning, so if they are capping a flag they can make the decision to retreat. If they are overextended however, they will still be punished as they wouldn't have time to escape.
or:
ii) add a penalty for a few seconds after you've teleported. This could be no ability use or a speed decrease or take double damage etc.
I prefer the first of these two options, as it keeps strategies open and rewards players for awareness while punishing them for overextending. The second punishes the teleporter even when the target has overextended, which doesn't seem fair, although it would promote more attacking tactics. The current system just punishes players for trying to capture flags or moving away from their allies: while encouraging teamplay and staying together is good, making all strategies of splitting forces unviable doesn't seem the right way to go if you want varied tactics.