Remember that sight is required for teleportation. (I know I often forget this.)
Things to foil teleporting PCs (to use very sparingly, or when very story appropriate):
- darkness effects
- blinding effects
- wards (area non-teleportation zones)
- foes that stop teleportation (some githyanky have this - can be ported to other foes)
Things to "foil" PCs (also to be used sparingly)
- unstable reality/magic zones : damage on teleport, daze on teleport, became vulnerable x, etc
- slow IF the teleportation depend on character speed
- very short line-of-sight areas (such as twisting warrens, hedge mazes, brambles, etc.)
- fogs and such visibility reducing effects
- controllers that target actions
- soldiers with non-melee mark punishment
Things to reward teleporting PCs (this should be used often BUT see end note)
- nooks, crannies and ledges hard to access via other means
- "glass" and other line-of-sight-but-no-line-of-effect barriers
- grabbing creatures
- immobilizing traps and effects
- unstable hellfire-zones : damage to adjacent creatures on teleport, etc
- controllers that use slow, immobilize and zones to control the terrain
- soldiers with melee-based mark punishment
NOTE:
- when rewarding PCs in this manner (making them feel powerful by being able to "outmanoeuver" your encounters), it's important to remember to challenge them as well. This is easily done by upping the encounter budget - grant xp for a standard encounter, but add 2 standard foes to the mix. It's also important that, at least, some of the foes be able to still menace your PCs - simple ranged attacks fit this bill well.
When giving foes the ability to attack players at range when they otherwise should be more melee-focused, make sure to have the attacks be less impressive than what they would do in melee.
Final note
If you find that the teleportation is getting way out of hand, you can create something like the following action:
Teleportation Ward - Arcana (trained only) DC Hard (as a standard action), you create a burst 1 within 5 squares where teleportation is impossible until the end of your next turn.*
Make sure your players have access to this action and know of its existence. The goal is to have a open option that keeps the game tactical and allows for player agency.
*On second thought, having the ward require an Arcana check to teleport (DC = initial check) would probably be better. Failure could also still allow teleport, but deal damage, or daze, or etc. Or the zone could offer the choice : teleport and take damage OR try your skill and attempt to diffuse the ward and then teleport (much like a regular trap). Or something else, there are plenty of variants possible.