Why is everyone so excited about the new teleporter?

It sounds to me like it’s just shadowstep for multiple people. Which is an ability that everyone acknowledges is terrible.

I also don’t get why they made it so the alt fire no longer pierces, that was the best part about it.

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New teleporter is a very anti-dive ability, which people have been asking for for a long time

It’s also very different from shadow step - if you screw up a shadow step you die and lose your team the fight. If you screw up a teleporter it just goes on cooldown.

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The issue with shadow step is that it locks you in the animation for a bit after teleporting which leaves you vulnerable to free damage. Symm’s new teleporter won’t have that

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The meta of the game will change completely think about it just having a tele all the way to the other side of the choke and a rien charging in from the backline destroying any hardcore fortification that the enemy built or making a route which flankers can easily get to the backline. It defies the conventional method the game is being played today breaking all kinds of meta.

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Not to mention you can use it to “shadow step” dva bombs, turrets, riptides, etc…

Assuming they’re keeping it that way

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Also you can use it to make an easy escape for your friendly flankers when they’re in a tight situation

How is it shadowstep at all?

The thing that makes Shadowstep awful is that you cannot hide where you are going, it takes too long to get out of the animation, and Reaper says a voiceline during it. Teleporter is hidable, and there is no animation to go through with it.

Now people can troll with the teleporter even more?!
sigh
But it sounds like a lot of fun! :3

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But your team will be able to see where the teleporter exit will be? It’s a max of 20m away so just dont go through it??

Because it’s shadowstep for multiple people, but without animation lockout. Diving Reins incoming.

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I hope at least they make it so you can see the other side to avoid more griefing.

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Technically speaking that is quite complex, not that blizz can’t do it but it would be a bit of a pain to code, kinda like mirrors…

The way the teleporter works, the entrance and exit will always be in LOS of each other. So you can just look around and see the other side

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All low mobility heroes are going to love it, especially Ana. Symmetra will be able to get ana to the high ground on any map, giving her the same advantage as any other sniper.

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I’m kind of worried that it will make being on Defense much harder. Consider that the map layout has chokepoints for a reason, bypassing those points easily ruins some heroes like Mei and Junkrat. Sounds like a new kind of Dive.

The thing is, people seem to overlook the fact that the devs said the new teleporter won’t last that long, ie. that it has a duration. Combine that with the fact that it will be very difficult to activate in combat (cast time+low health+the fact that you have to be very careful placing it if the aim mechanics are as finicky as shadow step), just says to me that it will be a very situational ability.

Wanna use it as an initiation tool? Well you have to be able to see the exit point, which probably means the enemy will either see you setting it up, making both you and the entrance point vulnerable, or see the exit pad, giving the enemy free rein to smash your whole team with AOE since everyone has to come through together (the teleporter itself essentially becomes an extremely tight choke point). Want to set it up in advance as an escape tool? Too bad, it has a duration so it’ll vanish by the time you need it. The only use I see it having is positioning BEFORE a fight, which makes it highly map and team dependent. So I hope getting Ana to that high ground from her reveal trailer is worth it, because you’re giving up an incredibly useful ult to get it.

If they removed the duration and let it last until destroyed, and/or removed the LoS requirement somehow (obviously keep the 25m range though, otherwise that would be way too strong) I’d probably be singing a different tune. Maybe by letting her place entrance/exit pads independently as long as they were within range of each other. That could actually make it really useful on defense, letting defenders quickly move from the main choke point to the side routes to take care of flankers, or setting up a cheeky escape route for your supports (“Oh no tracer’s chasing me into a room where I’ll be trapped! Just kidding teleports back to safety”).

Tldr; The line of sight requirement means the teleporter has to be out in the open which makes it too predictable for initiation. The duration makes it unusable during a fight, since you can’t set it up in advance to move around mid-battle.

Anubis is a great example. This first choke point can be annoying, but now you can place a TP under the bridge since it is 25m range. whallaa your team has all bypassed the choke point!

Also second point of Hanamura. Now everyone can get across the gap on the left side!

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Anubis: sure that works as long as you have someone shield you and the teleporter long enough to set it up and get everyone through. And if you have that, why not just walk through the choke using the shield?

Hanamura: Sure, this could be useful, but like I said, highly map/team dependent. And Mei can do this anyway with her wall (although it is admittedly a little bit tougher and needs more coordination than just plopping down a teleporter)

Well, Jeff did say that Sym would remain situational, even after her rework.

How is it anti-dive? If anything its pro-dive, because it provides mobility.

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