Summoner Spells need an upgrade (flash too common)
There is no balance between the summoner spells. Flash is always used because it gives that vital instantaneous boost to escape or chase, and it even lets a champion skip over terrain. I see 99% of every league player choose flash for one of their two summoner spells, that is how much of an advantage this ability has over the others. I am not saying it should be nerfed (weakened for those that don't understand what it means), it
might even be good if the range is increased slightly. I am saying the other abilities need to be made good enough to be worth having over flash given a specific player's or champion's playing style.
Summoner's Rift Spells:
The other common summoner spells I see are:
heal (30%),
ignite (23%), and
smite (18%). Heal and ignite are great already, but not quite as great as flash yet. My idea for heal is
: for 5 seconds after being healed by a heal spell, those healed have increased health regeneration according to level -- +1 health per level per second (level 1 = +1 hp regen per second; level 18 = +18 hp regen per second). Then, for ignite, it
should deal damage for one second longer than it does now (6 seconds instead of 5 seconds). As for
smite, it has been modified pretty recently and is pretty much under control.
The less common summoner spells I see are:
teleport (10%),
barrier (5%),
clarity (5%),
exhaust (5%), and
ghost (4%).
Teleport takes too long for the amount of visibility that it gives to the enemy. Teleport should be modified so that the destination of the teleport cannot be seen by the enemy unless teleporting to a turret, and after teleporting, the champion should have a decaying boost of +99 speed for 3 seconds so that the champion can catch the enemy or run away after teleporting. Then, so that teleport would not surprise the enemy too much, one second before the person finishes teleporting, all the enemies will hear a sound that signifies someone is teleporting, similar to how Rek'Sai screams when ulting. Except for these modifications, teleport attributes should remain the same.
Barrier is similar to a temporary heal that cannot be reduced by ignite, but that is it... So, barrier should add some armor and magic resist according to level -- +5 armor and +5 magic resistance per level (+90 at level 18) -- for as long as the barrier lasts.
Clarity should reduce the cooldown of all cooling-down champion abilities (q, w, e, r) by 50% of current cooldown as well as restoring 40% of the champions' maximum mana.
Exhaust should last twice as long as it currently does. Last of all,
ghost should also allow champions to move through one piece of terrain at the start of using ghost and halfway through using ghost, also, if the champion did not move through the terrain in the first half of ghost, it can still be used until the end of ghost.
The least common summoner spells are:
cleanse (0.7%), {{summoner:2}} clairvoyance (0.2%), and {{summoner:10}} revive (0.1%).
Cleanse should not only remove all debuffs, but should also make the user receive 1% per level less damage from abilities as well as reducing all debuffs by 50%, for the next ten seconds (1% for level 1, 18% for level 18). {{summoner:2}} Clairvoyance has very slight current use of providing sight for just a few seconds... warding causes it to be nearly useless. However, if it was enhanced to provide true sight, last 8 seconds instead of 5 seconds, and be able to be relocated during its use, it would be able to be used for a much larger variety. For example, it could be used to occasionally neutralize invisible champions or units, keep an eye on the enemy roamers like the jungler, and briefly check a large area to see if the enemy is planning an ambush. {{summoner:10}} Revive currently is pretty scary to see used... Because the champion seems to be expecting to be dying a lot. However, to remedy this problem, I have some drastic modifications. Revive would not revive you at your platform anymore, it will revive your dead body where you died, this way you can still win a fight even though you lost in a close battle, When you are revived, you will be as if you just respawned on your platform with full health and mana (or energy); you will have 150% movement speed that decays over the next 3 seconds; all of your cooldowns will be reduced by ten seconds (this will allow most champions to use their abilities quickly after being revived).
With these changes to the other summoner spells, the summoner spell flash should have some competition, and there will be a lot more variety of summoner spells along with enhanced variety and mobility in a player's style.
Crystal Scar Spell: {{summoner:17}} Garrison (15% on Crystal Scar) Garrison is used to heal the turret or let you turret dive in Crystal Scar. Garrison should be a garrison, as the name implies. When used on an ally turret you should add damage to the turret, and increase the range to 130%, for 5 seconds. Then, when used on an enemy turret, you should go inside of the turret, and be able to direct the turret, dealing damage to the turret as well as gaining the ability to control the turret for 5 seconds (then you can shoot the enemy with their own turret! at least... two shots.)
Another Summoner Spell: Radar Jammer, unable to be used on Howling Abyss. This summoner spell causes all enemy turrets to be unable to see you for 4 seconds, but dealing damage to the enemy turret will reduce the summoner spell's duration by 2 seconds (Radar Jammer will only last 2 seconds instead of 4 seconds if you deal damage to an enemy turret); attacking champions will not reduce the duration of this summoner spell. This allows powerful assassins or the ADC to turret dive without dying, or to travel across the turret without being seen or even to rush past the turret after the enemy without the minion cover which would otherwise be necessary.
Please 'like' this if you agree with me and want these changes.
Assisted by UltraInventor
Modified February 2, 2015
.
) and heal (
) summoner spell upgrades. 8D
. Honestly, Revive is a strange beast... you want spells to be viable... but Id prefer we not encourage people to take this one.
Tryndamere's or
Kayle's ultimates. Also, it would keep the enemy in lane and seen for one second longer, which could mean all the difference.
, which isn't built very often anyways.
to people who pick Smite makes it seem like Riot is trying to enforce the meta.