I made a topic on this exact issue about 1 year ago and it got a lot of responses, but now with the upcoming Patch 2.7, which is said to focus a lot on balance changes, I though I could bring the issue of Teleport up again in the hope that this skill might see some improvements.
Although very iconic, Teleport probably is one of the more worse movement skills in the game compared to other classes.
- Monks have 2 charges of Dashing Strike that each take 8 seconds to recharge and a rune that gives them a third.
- Barbarians have the Leap Quake build that allows them to use Leap three times within 2 seconds, they also have 3 charges of Furious Charge and can Whirlwind through enemies.
- Demon Hunter obviously has Vault.
- Necromancer has Blood Rush on a 5 second cooldown.
⌠just to name some of them
And Wizard have Teleport on an 11 second cooldown, which compared to the other movement skills is not too impressive and the only legendary that reasonably improves it is a weapon (Aether Walker, which turns the cooldown into a resource cost), which mean that you would loose out on a large damage multiplier if you equip that weapon.
Here are a few ways to improve Teleport:
- Option 1 : give Teleport 2 charges that each take 8 seconds to recharge (than it would be in line with Dashing Strike) and change the Wormhole rune to give Teleport a 3rd charge.
- Option 2 : reduce the cooldown of Teleport to ~6 seconds (then it would be in line with Blood Rush, but Blood Rush also costs life, so a bit more than 5 seconds would be appropriate)
- Option 3 : Teleport should cost resource and not have a cooldown (so basically give it the Aether Walker legendary effect as a baseline).
Although Option 2 is the most simple solution, it also is the most inferior, compared to the others.
I personally would prefer Option 1 with the charges, because it would allow you to use Teleport a few times in a row, but still not allow it to be spammed.
And although Option 3 (resource instead of cooldown) would be alright as well, I am afraid it eventually might turn out to be overpowered when used with a lot of Resource Cost Reduction. However, some people seem to prefer this option. Also with Option 1, one of the runes can be redesiged to give a third charge (probably the Wormhole rune), so that might be a good option as well.
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EDIT: One additional thing that should be done to improve Teleport is to make its casting animation speed scale with your attack speed.
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Do you have other ideas on how to improve Teleport?
How would you like to see Teleport changed in Patch 2.7?
Write it down below.
And a big thanks to the devs for buffing Teleport (if you decide to buff Teleport, which you totally should do). ty!