The Archon teleport has a much faster animation at higher attack speed. It was fixed to scale with attack speed in 2.4.3. The animation itself is actually crazy fast, you’ll notice it if you run Cosmic Strand with Vyr’s. At least with Archon teleport, the problem isn’t the animation length: it’s the fixed minimum cooldown even with Aether Walker. The cooldown is far and away the limiting factor. If they removed the cooldown, Archon teleport at high APS would be crazy fast, basically like an R4 dash monk.
The regular (non-Archon) teleport is a different story. From some of Riv’s old datamines, it looks like there’s code for the regular teleport animation to scale with APS too. Except it doesn’t, it has a fixed 32 frame animation length.
It might help if they made regular teleport animation scale with IAS too. But outside of running Vyr’s, it would be tough to get enough IAS to actually see a noticeable improvement in the teleport animation length. And it would actually be slower for low APS builds. The fixed 32-frame teleport animation would occur at around 1.6-1.65 APS. At a standard 1.54 APS (1.4 weapon + 10% IAS paragon), the teleport animation would be slightly slower (34 frames) than the fixed 32 frames now. However, if it scaled with APS and you wanted to TP faster, you could start stacking IAS (e.g. Echoing Fury). Might be worth the trade-off.
And a bit of a side-note, I dunno if you’ve ever watched frame-by-frame playback of the teleport animation, but the teleport itself occurs over a single frame. At one frame you’re at your original location, and in the next frame you’re at the new location. Then the camera pans over a few frames to catch back up with you. The wind-up (an instant turn-step after the skill activation and then a slow leg lift before you step into the aether) before you actually teleport is the slowest part of the animation. Shortening the wind-up animation would help. But even with a faster animation, you’ll be largely limited by the fixed minimum cooldown.
Removing the cooldown would really be the best way to help. If you want a rough way to check to see what that would feel like with the current teleport, run Obsidian Ring of the Zodiac + Aether Walker + Calamity with teleport as your only cooldown skill. TP: Calamity with Aether Walker will trigger Obsidian ring if you hit something with your TP, and if the short fixed minimum cooldown on TP (w/ Aether Walker) is your only cooldown, an Obsidian ring proc will cancel it. So you can sorta see what a no-cooldown teleport would feel like by continuously TPing onto density with Obsidian ring + Calamity + Aether Walker.
So right now we can get an idea what a faster animation teleport would look like (Vyr’s Archon at high APS with Aether Walker + Cosmic Strand) and no-cooldown teleport look would look like (TP: Calamity + Aether Walker + Obsidian ring). Currently, we have no way of experiencing both of those effects together.
I’d like to see at least one of those changes make it into the base skill. Because let’s face it, outside of specific speedrunning scenarios (e.g. Sprinter/Speed Racer), you’re never going to run either of those setups in a viable DPS build. They require a pretty specific set of items and skills to function, and it’s not really realistic in a standard rift setup.