Slow James
Savant
Except that I can. And I think you do also?As Inifintron perfectly placed, is like the Sapir-Whorf hypothesis, people only think in DPS-related terms now; they are unable to appreciate situational skills or support abilities is they don't affect DPS. Mages are only for fireballs now, not for teleport, light, detect magic, protection from evil, invisibility, identify, knock or the likes anymore...
Edit: and the more you actually need those interesting special abilities, the more people will appreciate them. If teleporting is more of a situational gimmick, and just nuking everything (or shooting them in the eye, or whatever) is the simplest way to go, why would people bother with more complex tactics?
But I think you just proved the point against yourself - instead of improving the teleport (or any other non-combat/non-damage dealing ability) mechanic, games are just stripping them out altogether. The Diablo skill tree (and its derivatives) have become the standard for RPGs now. If you have a skill that doesn't buff, debuff, do AoE or direct damage, then why even have it?
Except that it COMPLETELY negates out other solutions/gameplay elements/ideas. Skills like lockpicking, persuasion, magic outside of combat... games have taken away the option to use these, by and large. Even games like Skyrim or FO:NV that have these skills more often that not don't use them as alternate ways to solve problems, but more just bonuses for having used the skills, in the form of more XP (which you can use to make your character stronger in combat, a complete disconnect from reality) or in the form of loot/money (so you can use/buy better gear, again to help make your character stronger in combat).
A focus on DPS, with its corresponding lack of focus on combat or any other gameplay element, leads to using the same four skills, spamming endlessly until you level up and can access more L33t skill to replace one of the other four you spam, or until the end of the game. There is no sense of strategy in making a character to handle more than just combat, as optimizing your character for the highest DPS and damage in combat is all you will ever need to do in today's RPGs. Developers will never say "you didn't put points in lockpick, or teleport, or polymorph or another skill/spell that doesn't equal combat supremacy, therefore you can't access said content or, God forbid, be able to beat the main questline in a game, unless you grind. Meanwhile, this is exactly what developer's do when they assume players will make the highest DPS build every time they play, instead of trying to create a more balanced and nuanced combat system or gameplay experience.