What to do about teleports?

This happens to me so many times its not funny anymore: I get a DG down to 10% hp and then he/she teleports away. As far as I know there is no anti-teleport item or skills, so how do you counter it apart from stuns and supernukes?

2,892 views 7 replies
Reply #1 Top

There is quite of lto of skills that interrups teleports, I don't see the need for any more actually. As it is now you need quite a lot of hp to be able to tele away. If you start teleing with just 10% hp left you'll most probably die.

Reply #3 Top

Only Queen of Torn dont have a teleport counter skill, all other DemiGod have one

Reply #4 Top

This happens to me so many times its not funny anymore: I get a DG down to 10% hp and then he/she teleports away. As far as I know there is no anti-teleport item or skills, so how do you counter it apart from stuns and supernukes?
End of quote

Stuns interupt all spells (including teleport), even 0 second ones.  The demigods without a stun are Regulus and Queen of Thorns.  Everyone else has one or more ways to stop a teleport.

Reply #5 Top

True, but a lot of times my stun is on CD, out of mana, silenced, or I was just loading my gigantic fireball. In general it is very hard to solo kill a good runner: they'll be out of the battle for some time to regen, but you don't get the kill. With 2 or more people it's easy to finish a DG off, but if your are playing a non burst DG without stun that is a lot harder. Also, when your interrupt is in CD and someone pops a potion there is very little to do about it. I don't say it is unbalanced, I just want some feedback how to counter this.

Reply #6 Top

To counter it save your stun for their teleport-if you attack them when they're on lower hp, its more likely they'll teleport away, and if they're much lower HP than you, you won't need the stun as much. If they teleport out of a close battle, where you've used your stun, you're costing them 250gold, not a huge amount but still if it happens regularly it'll give you a bigger advantage in the long run. Use the time they're back at base to take down a tower/cap a flag and increase your map control.

Reply #7 Top

I have not played yet so feel free to completely discount everything I say...

Discussions like this suggest to me that theres some good balance going on. I don't think its a matter of how do you counter this but what does forcing a player to teleport mean?

Obviously the respawn penalty is a bigger advantage but I think forcing a player to retreat gives you some advantage - in RTS terms map control. 

From what I've been able to gather there is a cast time on teleport. From the moment you force a player to begin casting teleport your advantage begins. They are no longer able to meaningfully influence that part of the map. Hopefully you are able to tell when somebody is porting?

If so once you see that and you dont have your interrupt ready turn around and cap the flag or mince creeps or whatever it is you do in this game :) Then all sorts of interesting tactics start to turn up where players are faking a port then pulling a surprise move or offense focuses on one player to force a port and create a numbers advantage. Things like that.

If its all about killing the other guy then things are a lot less dynamic. It probably also helps balance out Assassin vs Generals and other concerns.

If you really want to make sure you kill somebody then you have to think about holding onto your teleport interrupts and not using them the instant the cooldown is up.

Just my 2 cents :)

Edit: Damn my thunder got stolen while i was being long winded ^_^