Summoner Spell Rework
The goal of these changes is to make it to where all of the Summoner Spells are equally impactful by equalizing the cool down on all of them to 240 seconds and then making them all equally impactful on the game. These changes will also hopefully window the power of the currently good Summoner Spells as well with the higher cool down, yet slightly better effects. I will be excluding Teleport and Smite from this since they are their own kind of section since changing those can have mixed effects and they are both currently in a decent spot.
Barrier
- Cool Down increased to 240 seconds from 210 seconds
- Shield Amount increased to 150-550 from 115-455
- Shield Duration increased to 2.5 seconds from 2 seconds
- Now provides 20-50 armor and magic resist while the shield is active
Cleanse
- Cool Down increased to 240 seconds from 210 seconds
- No longer provides 65% crowd control reduction for 3 seconds
- Now provides Crowd Control Immunity for 2 seconds afterwards
Exhaust
- Cool Down increased to 240 seconds from 210 seconds
- Movement and Attack Speed Slow increased to 40% from 30%
- Duration increased to 3 seconds from 2.5 seconds
Flash
- Cool Down reduced to 240 seconds from 300 seconds
- Range is now reduced to 275 if you have taken damage within the last 2.5 seconds
- Range increased to 500 from 425 NOTE: With Flash, the Summoner Spell is likely still mandatory, but it is slightly more in line. 275 units is still an acceptable in-combat mobility for something that's free since this still lets you dodge almost every single spell it let you dodge before. Majority of the hard to dodge spells that this won't let you dodge are usually spells that will be hitting you as the first instance of damage as well, like Nami, Ezreal, and Ziggs ultimates.
Ghost
- Cool Down increased to 240 seconds from 210 seconds
- Movement Speed Boost increased to 35% from 27%
- Now also grants 20% Cool Down Reduction and 40% Attack Speed for the duration
Heal
- Heal Amount increased to 100-350 from 90-345 Clean numbers, small buff
Ignite
- No longer deals flat damage
- Now deals 9-12% of the target's max health as true damage over the duration This makes the spell scales better throughout the game. Scary to look at, but not that bad since it's over 5 seconds.