PVPers are exploiting the "Teleport to Dungeon" function, here's my suggestion.
Teleport to Dungeon is normally used when you're grouped up for a dungeon, it allows you to instantly teleport in and out of the dungeon when you're out of combat. Unfortunately, more and more players are exploiting this function with macros in PVP giving the other faction no counter-play to little or no consequence. Here are some examples that I've observed being used:
In general:
-When a player is sapped, since they're still out of combat they can teleport to the dungeon to not only escape but to also remove sap and then teleport back out.
-When a dead player resurrects they instantly teleport to dungeon to escape.
Class specific:
Rogues-
When the rogue is stunned and/or about to be killed they use a macro that trinkets out of stun, vanishes and teleports to dungeon all within an instant to escape.
Hunters-
When the hunter is stunned and/or about to be killed they use a macro that trinkets out of stun, feign death, and teleports to dungeon all within an instant to escape.
Shamans-
When the player is dead they'll reincarnate and instantly teleport to dungeon to escape.
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When they teleport to dungeon they heal to full and buff up with their respective class buffs as well as food buffs and other buffs, as well as bubbling up right before teleporting back in.
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My suggestion on how to fix this:
If you add a short 2-3 second cast timer this would immediately fix this problem. The instantaneous nature of "Teleport to Dungeon" is what makes it pretty much impossible to do anything against.
RDF teleport wasn't made for PvPers to abuse it to "safe face". Let's face it though, if you have to resort to RDF teleport for safety, you've already lost. Disgraceful.
I don't think channel/cast time to teleport is feasible. It would need some work so that it can be done mid-air for an example.
10 seconds out of combat feels more balanced. Neither PvP or PvE players would be able to get to safety of RDF immediately after combat.
Rogues - If they vanish and you haven't found them within 10 seconds, they could be anywhere at that point.
Hunters - Can't just do trinket - FD - teleport anymore. They'd need to still get out of the combat for 10 seconds. I don't think it's smart to lie on ground for 10 seconds when people who want you dead are near. Though it could be nice 10 second excitement for both factions.
Shamans - They died already (aka lost). They could lie dead from 10 seconds to 2 minutes. If they are camped, they can risk it with a macro ress+teleport, or release for added safety, or do the website unstuck. Also reincarnation has extremely long CD.
I don't think channel/cast time to teleport is feasible. It would need some work so that it can be done mid-air for an example.
10 seconds out of combat feels more balanced. Neither PvP or PvE players would be able to get to safety of RDF immediately after combat.
This is true. I was thinking for an immediate solution that's easier to implement. So I thought adding a short cast timer to it wouldn't be that difficult to add, and it goes well with the whole "teleport" to dungeon thing going on :)