Clarity [Poll for a Concept]

Stacona··1 votes·747 views

This post is to decide which concept for Summoner Spell Clarity people like the most!


Here is the post with a bunch of concept for new spells and changes to spells : http://boards.na.leagueoflegends.com/en/c/gameplay-balance/yE2ptmUi-summoner-spells-concepts

Clarity (1): Passive: Restore 1% max Mana per second.

Active: Create a Mana barrier for 2 seconds causing all inflicted damage to deplete Mana instead of Health; afterwards the barrier shatters to replenish 40% missing Mana. 210 seconds cooldown.

So basically I feel that Clarity is useful on people that actually want the mana sustain which are usually mages [sometimes supports too] so I decided to get rid of the support aspect to Clarity and have it all selfish gains with the highest mana sustain and a defensive spell for mana users a little bit like barrier {I have a change for barrier as well to distinguish between this Clarity and Heal better}. I have been jumping between the Mana regen to be 0.75% and 1%, 0.75% max Mana per second will be the balanced number while still staying the dominant mana sustain option, 1% max Mana per second would be to get people to use Clarity and discover the spell and its strengths. 40% missing Mana means that if you are at 0% Mana you gain 40% Mana, but at 50% Mana you only get 20% Mana restored. If the Mana barrier is still active and you are out of mana then you start taking damage out of your health bar. Overall though, I am moving Clarity to be [hopefully] a strong and viable option for mid laners to take and can potentially open up more [viable] mid lane champions to get played.


Clarity (2): Create a Mana barrier for 2 seconds causing all inflicted damage to deplete Mana instead of Health; afterwards the barrier is absorbed to restore 1.5% missing Mana per second for 90 seconds. 210 seconds cooldown.

I really like the thought of the Mana barrier and a constant supply of Mana sustain rather than burst Mana. If everyone does not like spells having passives then this could be a good compromise, I do not mind the Mana barrier being similar to Barrier, I did make Barrier a stronger defensive choice below to help distinguish it as the superior defense spell compared to this Clarity and Heal. Something I do not like about Clarity now is that it feels like you have such a long wait between the cooldown coming on and off cooldowns - by granting a bunch of Mana sustain over a set duration will make the spell feel like blue buff a little bit. This should help open more Mana hungry mids to the table that need high mana sustain, and would make mid lane less reliant on blue buff to do well.


Clarity (3): Restore 60% Mana and reduce ability cooldowns by 80%; reduce ultimate cooldowns by 40%. 180 seconds cooldown.

This concept for Clarity is an aggressive version of Clarity to gain a large burst of Mana just like how it works now, but then greatly reduces the cooldowns of regular abilities and half as effective for ultimate abilities to pretty much use your basic spell combo to a near back-to-back and ensuring your have the mana to do so. Clarity can be useful even on non-Mana champions for the cooldown reduction burst that the spell would give. This Clarity almost feels like URF one time every 3 minutes.

3 Comments

Xx oCat xX2 votes

I like the 3rd option because it doesn't mess with the health of the champion. I think the idea of clarity is to get more mana so you can cast more spells. Not giving you more health. Does heal give you mana? NO! So why should clarity do what heal or barrier does? Giving clarity a cdr buff is just another way of casting more spells so I like that idea.

Stacona1 votes

The thing about the 3rd option which will make Clarity unique is the burst cooldown depletion for basic abilities which grant non-mana users the option to use the spell, even if it is a lot less efficient than a mana user. It can turn Clarity into a indirect offensive spell which is really cool and a very new approach to offensive summoner spells while still attaining the utility of the spell - sure it is no longer a support spell, but more power for the user will allow your mid lane to take it for both the mana sustain and offense with basically removing your basic ability cooldowns. An example of a stronger situation of more damage than ignite would be Anivia hits level 3 with two points E and 1 Q and comboes with Q - E - Clarity - E to potentially get a killing blow with Frostbite burst (q slow is 3 seconds, 80% cooldown burst reduction on frostbite makes it 1 second cooldown)

__ thanks for the feedback

ModCaliCoastReplay1 votes

Please buff Clarity! I take it every game. :>

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