If what you needed to accomplish needs those 2 seconds AFTER the first 10 then it was not worth doing in the first place.
The truth is that if you use your teleporter in an aggressive manner the fight is resolved not based on how long the teleporter lives but how well the people who use it perform. Either way the teleporter will live through the engagement as its not the priority target if there are people coming out of it.
The teleporter just exists. In current form or ptr form. The issue is that on live there is enough flexibility to adapt and change positions to make it workable due to the instant start of the cooldown.
On ptr you are just stuck into a static position for the duration or you are punished if you try to be more flexible by deleting it early (thus preventing your team from utilizing it) and waiting a full 12 seconds for an opportunity that almost never comes.
Its worse in every way as applied in combat. The only way it better on ptr is an out of combat taxi. Which it comes in third behind other options that would have served your team better.
What increased power? Live does the exact same thing save you can change what two points you control more often and consistently. Fights don’t remain static formations where two points remain relevant the entire time. They evolve in change.
Even if they DO remain static we are talking an uptime of 10 out of 12 seconds which is roughly 88% uptime. Making it extreme strong at holding two points.
Couple that with the 2 seconds paid so you can SWITCH the positions to something more relevant after having had it up for 10 seconds of valuable time.
Because the problem is that a static teleporter is far less valuable since it loses relevance quickly. Once a teleporter loses relevance you want another one.
On live you get another one in 12 seconds flat. If you notice at 6 seconds it no longer has a use then you wait 6 more seconds and deploy another in a relevant spot.
On ptr if you notice your teleporter no longer has relevance at 6 seconds you delete it and then wait… 12 seconds.
See the problem? Infinite teleporter means nothing in a fight because rarely (if ever) does a spot remain relevant for long periods of time. Sym needs more pliability. Not static placement.
It would help if they did not make changes that encourage taxi work over combat. Because that is exactly what has occurred here. Her teleporter is worse in combat and better at taxi service.