[Idea] Summoner Spell re-work - Choice between active and passive

Sir ArmaMalum··4 votes·470 views

After reading through this thread and seeing all the good ideas being thrown around I thought I should throw out an idea of my onw. Sadly I was too late to that party so I'm making a new thread.

At champ select you choose a spell, and then you choose whether you have the active spell to use (as you do in live by default) or you 'slot' the spell as a passive. Sacrificing a summoner spell for a constant passive. Of course other spell actives will need to be reworked as well to make them competitive, or at least more so. Here's the list so far (not all spells are covered):

#summoner 1 Cleanse

Active - **Cleanse all current CC and gives a spell-shield or X amount of magic damage for X seconds. **

#OR

Passive - 35% Tenacity. Does not stack with item effects like item 3111 or item 3172

#summoner 13 Clarity

Active - Removes all mana cost of spells for X seconds. (not my own idea, popular idea among many that I've seen)

#OR

Passive - Increased BASE mana regen

#{{summoner:10}} Revive

Active - Same (reduced cd from live value)

#OR

Passive - Increased BASE health

#{{summoner:2}} CV

Active - Same, larger area of effect OR reduce cd based on champions hit by effect OR some other buff.

#OR

Passive - Increased champion LoS when standing still. ("Still waters" buff from PBE is anyone remembers, albeit nerfed effect numbers)


There are better ideas for some of these I'm sure but I just wanted to showcase some possibilities for the underused spells. Feel free to critique and/or shoutout your own ideas.

Note: Ideally this would apply to Flash and Smite as well but there are issues with those as they are currently. Flash being too good (and the consequent passive probably being ridiculous as well) and Smite being directly adjusted by item choice.

1 Comments

Miku Lv992 votes

I kinda like it. Although it's probably going to be a noticeable buff for junglers since a lot of them are the ones that really don't need their second summoner spell all that much. Like Master Yi for example. He takes smite, but anything else he could take wouldn't do him as much good as tenacity.

I like the increased mana regen thing as it might be a way to bring more of the mages back into viability. Or a way to make the supports that were wrongly nerfed by the chalice nerf back closer to the power level where they belong.

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