in a lot of situations and most of the match time, you do and should be switching places. if you’re trying to maximise the most you can get out of tp, you’d be using it to flank, get better angles for orbs, using it to access enemy territory to claim some of it, etc. i.e. active uses where you’re immediately and definitely getting use/interactions out of it, and not just leaving it passively somewhere for “maybe” use e.g. “oh I’ll put one from frontline to backline in case the team might need an escape”.
this is especially the case when you consider that a tp spot is only “good” depending on the situation e.g. sure tp’ing past choke it good and some maps have spots with good cover for that, but when you’ve past the choke, that spot is no longer good now because neither you nor your team are playing around it anymore i.e. serving no value.
This is why lower cast frequency, and consequently adaptability, is important. Most of the time, you will need to replace tp simply because you need it for a different purpose or that the teams (yours or enemy’s) have moved around shifting around the “good” spots. This is especially the case when shields have been nerfed → teams moving around more often.
enforcing more static play because tp is nerfed to have such a high down time when the game has become much more fast paced (when it was already pretty fast paced already) is a very bad nerf. esp when we consider that old 3.0 tp was shown to be objectively fine for over 2 yrs across various metas.
having to make a decision to keep or move your tp when you often need to move it anyways is a lot better than being forced to not be able to adapt to changes.
like here’s an analogy:
Why are passive tp uses the only ones that come to your mind when there are various others?
like what about a tp behind the enemy to surprise pincer attack or get a quick pick on enemy support esp with lvl3 beam which you’d be able to get in and quickly get out with tp to alternate where needed?
what about a tp to get an angle that’d bypass enemy barriers to pressure from 2 angles that’d make them have a hard choice to pick who to cover from?
what about mind games with using tp as a decoy to trick the enemy into not shooting or not healing for a moment to deal with tp?
what about turret bombing a spot to the side or behind the enemy to zone or again, get a another angle of attack?
all of these are legit more valuable than a spawn tp in that situation and you’d very very likely have a tp cast for that with old 3.0 tp because you can place it more often and you were able to transition between tp uses fluidly from how the cd worked (12s ticking away AS YOU GET VALUE OUT OF IT). unlike current where’s it’s stuck elsewhere or stuck in cd land because you’re now forced to wait out 12s after its destruction (AFTER YOU’RE FINISHED WITH TP).
like I think the sheer point of
the MINIMUM experienced down time with infinite tp is greater than or equal to the MAXIMUM down time of old 3.0 tp (12s)
should be very clear enough of how much worse the cast frequency and the adaptability of infinite tp is compared to old 3.0 one. like did people forget how terrible winston bubble was when it cd worked like infinite tp’s?