even with old tp cd mechanic and you were spamming it, 1 tp per 12s is not “insane mobility” at all.
which needs to change often esp post tanks and shield nerfs. see no shield meta and how much so many high ranked sym players struggled then to the point even stevoo just took a break and didn’t play.
meanwhile forcing sym to have high down time because of that due to her independent way in and out of her effective range (no, not just talking about primary here) is now stuck at spawn throughout its uptime there + another 10s. i.e. higher down time —> getting less value. yes thank you, that’s my point.
given how the interaction aspect of tp didn’t change with the infinite tp nerf, there’s no reason why that can’t be said about old 3.0 finite tp. and figures how someone defending infinite tp goes straight to the defense perspective despite at least half the game is attack and how every hero is balanced for both attack and defense, not tunnel visioning 1 of them.
most hero abilities have their cd, even if 10s, tick away as the hero is making use out of them, i.e. having uptime, and not have it start only when the hero goes into their down time phase. like I literally visualised this for you in my 1st reply.
i.e. ~10s on “most other heroes’ abilities” seem short because it’s ticking away whilst you’re having uptime or able to actively making some other play and that’s not the case with sym’s tp esp when tp’s her engagement, disengagement, utility and burst-combo-enabling tool.