Quote from Jack
About items, the problem/major effect that health items and teleports can have is that say you're at 100 HP and stuck in a base with players guarding and about to rush you, and your allies are far away or noob or dead: you heal and get out alive. You teleport and get out alive. Either way, cutting a player down to 100 HP and getting him cornered doesn't mean he'll die, which is something that happened fairly regularly in original TS.
Also, if there's going to be equippable items, like armour/atk/hp items, then there won't be over 9000 of them like in HoN/DotA/LoL. I'd say there'd be at most 15 items in the entire game, and there'd be a pretty low item cap (2-4 maybe). They would be an alternative to upgrading, rather than a gamewinner. Think an item that gives you +3 armour and some sort of AoE effect, like allied HP regen increased. It'd be, say, 200 minerals, which wouldn't be worth it early game, and wouldn't break the game late game, but would give you and your team an advantage.
Also, if there's going to be equippable items, like armour/atk/hp items, then there won't be over 9000 of them like in HoN/DotA/LoL. I'd say there'd be at most 15 items in the entire game, and there'd be a pretty low item cap (2-4 maybe). They would be an alternative to upgrading, rather than a gamewinner. Think an item that gives you +3 armour and some sort of AoE effect, like allied HP regen increased. It'd be, say, 200 minerals, which wouldn't be worth it early game, and wouldn't break the game late game, but would give you and your team an advantage.
With items at a flat two minute or above cooldown, this type escaping/health save won't happen often. Add in that the teleport will have wind-up of about 3 seconds still reducing the chances of this happening.
None.