Adding 1 AP to the cost in addition to the armor blocking is too punishing IMO. When armor is stripped, that fight is about over. It's a big part of why shackles of pain is so weak outside of high hp targets. It's why 2ap decay/restoration is practically a coup de grace. For 2 AP you could port ... or just CC with a 1 ap move and continue. Most 2 AP moves finish a health bar, not prolong a fight.
If you're teleporting for 1AP after armor is stripped, you're either on the ropes, the target is mid-high health (think "elite" target), or you're just grouping into an AoE to smoothly transition into your next target. Those are all solid and balanced areas for it IMO.
Even on an ally, through armor, I think 1ap is fair. Lots of mobility spells cost 1-2 AP. At 1ap, it's on par most mobility spells; cloak and dagger, tactical retreat which gives haste, phoenix drop which gives fire immunity, bull rush which can knock down, wings which technically cost 1 to initiate, but is a cheap 1 cost after that for 4 rapid movements with no CD. At 1ap, teleport becomes a damaging mobility spell on an ally that can be used out of their turn and not on yourself. With armor blocking it (against enemies), it likewise falls in line with other CC/damage spells.
This also applies in no small part to netherswap. I am surprised more don't mention it, but it's similarly effective. Taking highground from an enemy, grouping enemies into AoE, and getting people out of a bad situation - all without even damaging your allies like teleport. I'd argue it's twice the bang for the buck in most cases beyond the first and last round of combat.
I love these two spells, but the fact they're the foundation of almost every single fight I'm in, in every play through, is telling.
Last edited by Vignarg; 17/07/17 12:50 AM. Reason: Clarifying armor blocking against enemies.