How to Fix Flash?

xSkyl1ne··1 votes·719 views

Hello Friends!

For a long time i've wondered about the state of summoner spells. The problem with summoner 4 is that it outclasses every other one, being the only staple summoner that is taken on every role and by *almost ** every champion ( looking at you, *Hecarim ).

Eventhough summoner 4 received numerous nerfs over the years, it still has not lost its position as the #1 summoner spell. This is because the range and cd are pretty much irrelevant, because it is the** nature of how lol works** that makes this spell so much better: The ability to instantly reposition, to escape, to make plays using the synergy with other abilities ( Annie ), or to simply dodge that one skillshot that could've turned the game around.

To clarify: I like that summoner 4 brings another layer of depth and play making ability to game, but what i don't like is, that it narrows the summoner spell choices. Bringing flash is not a strategic decision, based on your playstyle, but rather a necessity, since it is so much better then every other spell in the book. In many cases, instead on leading to babass plays, everybody just blows their flash which is pretty anti-climactic in my opinion.

Now here is my idea: Make Flash an Item. For the people here who played Dota ( not includuing me, i simply saw it on youtube ) this should not be to unfamiliar. This leaves the second summoner slot open for more individual choices based on you playstyle, while still retaining the mechanics of Flash.

Doing this would lead, in my opinion, to more strategy, since you now have to think about if it is worth buying the flash item,** trading other potential stat items for it**. In this context it should be considered lowering the cd of the active flash, so it is a more reliable tool instead of the random flash engage every third teamfight.

3 Comments

AikidoLawnNinja1 votes

I've brought this topic up before, and the response I got was basically that Teleport would simply replace Flash as the "must have" summoner spell.

I suggested making Flash a default spell that all champs have no matter what, similar to how all champs can have a free Trinket. Same problem, though... it would just make Teleport the next "nerf plz rito" spell that everyone complained about being so good that it limits diversity.

Another though I had, though, was to remove Flash, Ghost, and Teleport from the summoner spells and replace them with "mobility" Trinkets.

ValyrianBlade1 votes

I don't like any change concerning Flash. It's been left alone for too long now that it's untouchable, too much is balanced around having it. Anyone can still take different summoners to match a different playstyle and gain an advantage from it. I've seen supports run heal+exhaust to great efficiency, jungles run smite+exhaust/ignite/teleport to great efficiency, solo laners take ignite+exhaust to great efficiency. There are other strategies, they're just not popular.

Anyways, to actually propose a solution: Don't remove flash, but buff teleport, cleanse, and ghost (as the other mobility summoner spells) and add 1-2 more mobility summoners that could feasibly replace Flash.

Teleport: Takes the same amount of time to cast, but only shows the targeted teleport location for 1-2 seconds less time UNLESS your team has vision of the enemy that is teleporting. I.e. if I'm at my fountain teleporting to bot lane, you don't see that I'm teleporting until 1-2 seconds later, if I'm top lane and your top laner can see me, you can see it immediately.

Cleanse: Immediately removes all debuffs. Instead of 65% reduction to future debuffs for 3 seconds, change all stuns/snares/roots/"can't-move-cc" received to 35% slows for the same duration, and make the user immune to all non-movement-stopping cc (i.e. immune to silence, immune to slows, etc...).

Ghost: On top of just increasing MS by 27% for 10 seconds and avoiding unit collision, give it something with more impact. There's currently no counter to knock-backs or knock-ups, so perhaps "can't knock a ghost", ghost makes the user immune to knock-up and knock-back effects for its duration / for the first X seconds after cast.

New Spell 1: Grants the user true stealth for X seconds or until you attack an enemy (obviously pink wards and other true sight will still reveal the champion using this spell).

New spell 2: Creates many (~5) clones of the champion, who all copy the champions actions in opposite directions (one each at 60 degrees from the champion at the cast point if there are 5). One clone randomly disappears each second (total time is 5 seconds). Attacks and abilities will appear to originate from each clone whenever the original champion uses something, however only those performed by the champion will actually have their damage and other utility applied.

I think these changes would actually add some summoner spell diversity in to the game. We may then need to limit players to 1 mobility spell, but I think that change would be worthwhile.

SLangedEdge1 votes

I'm not a fan of Summoner spells and trinkets. They are all just shortcuts to strategy.

Why do trinkets exist, cause supports felt like ward b!tches and team didn't have enough strategic sense to help ward, so they just gave free wards.

all the summoner spells should just be placed on items. Forcing champs to decide where their farm goes. You can buy utility/active items (wasting money and a slot) or build straight up stat items.

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