Why does it need to have an annoying function to it? Yes, it’s an annoying mechanic. It’s definitely a great idea for the Teleport Enchantment slot, but poor execution for a unique item.
If the Dev team wants there to be a negative to a unique item, making it annoying is not the right answer. This doesn’t have any great build altering power to it, it’s basically a Teleport enabler, which would be a defense booster and farm/speed increaser. But instead of being a speed increaser, it can teleport you backwards twice in a row or get you stuck, wasting your time, or slowing you down ~80% of the time you use evade while causing other bugs in S2.
On top of this, the big negative based on the power contribution of The Oculus, is that we lose a legendary aspect for very little compensation. Combined with the annoying unique power, it’s a very average item overall. Yea, yea, you get more uptime buffs because everyone specs teleport, and it can potentially save you, it’s faster, yada yada. It’s not really an end-game item, it’s a gimmick that isn’t always bad, and doesn’t feel “game-changing” like uniques should be. I understand that “game-changing” can mean different things, but enabling Teleport to be a little faster, discounting random evades messing you up, it feels like a Legendary power you use when you want to farm faster, not a unique.
The Best suggestion I can give is, completely remove the random part of Evade Teleporting and add a slightly beneficial effect but in negative context (like D3 Oculus) In a perfect world, D4 was setup so that ALL uniques should be S or A tier items. Obviously it’s no fun if everyone is running around with a full setup of uniques, but having decent rolled legendaries with B-C tier aspects as best-in-slot for pretty much every sorcerer build that doesn’t need another unique weapon, is not good.
Ideas for negative driven beneficial effect:
Whenever you take damage of 15% or more of your maximum health from a single attack, increase the your Teleport damage by 200%[x] for 5 seconds.
or
While Injured, casting Teleport or Evade reduces your Ultimate cooldown by 2 seconds.
Alternatives would be:
When you Evade using Teleport Enchantment you have a 20% chance to be taken to a random location.
or
When you Evade using Teleport Enchantment you are randomly taken 10%-150% of the distance in that direction.
or
**Evade now costs 10 mana."