here’s a better proof of why old finite 3.0 tp cd mechanic is better than the current cd mechanic:
which then shows why old finite tp was more frequent, was able to get more actual uptime (as opposed to a tp being up somewhere but not being close to the team e.g. most spawn tps), why old tp was more flexible, etc.
while I agree with the sentiment for sym, but your numbers ain’t it.
current tp hp is 300 and always has been tbh
this is to allow an enemy to counter tp without absolutely requiring another teammates to help focus fire it. i.e. average dps of heroes is about 150dps, there’s 2s total for tp deployment.
4s duration is like trip in and 1 trip out with little time left to do something while in. the old 3.0 tp duration was 10s and that really quite sufficient in many uses.
idk if you meant 8s cd starting on placement or not, but regardless that’s like >=4s down time when old finite 3.0 tp achieved 2s. i.e. your proposed tp is simply worse.