1 Second Invisibility as a Summoner Spell?
Thoughts? Possible cooldown is like Exhaust/Ignite = 210 sec
Thoughts? Possible cooldown is like Exhaust/Ignite = 210 sec
What can be done with 1 second of invisibility? Personally I think invisibility as a summoner spell is a horrible idea, but I'll entertain the idea.
Right now most people are playing mobile champions. This spell would give champs like Trist the ability to jump in unseen, burst someone down, and jump away as they begin to react. Assassinations are about all it would be useful for, but that is mainly due to the duration. Low mobility champions would be at a significant disadvantage as they are unable to use it to the extent that mobile champions can.
That said balancing this thing would make it almost unusable. If you increase the duration you allow for immobile champions to put this spell to good use, but you also give full assassin/burst mage teams the ability to take down the entire opposing team before they have a chance to react. Keeping the duration low would be required, and that limits it to a group of champions who are already strong in the current meta.
I can't really imagine non abusive cases of invisibility being the best option for a summoner spell.
Also, it would make Kha'Zix feel sad. His ultimate's low impact enough without giving it to literally every champion.
What kind of cooldown we talkin?
EDIT: Also, Eve stealth or True stealth (Shaco, Twitch, etc)?
What kind of cooldown we talkin?
edited
Whether or not Invisibility as a Summoner Spell is a good idea will depend highly on it's implementation. Is it an instant stealth or can it be delayed? Does the stealth break if you Flash or use certain abilities (Rengar can use Q in stealth without breaking it, Shaco can ult, etc)?
Personally, I don't think it is a good idea. There are more creative ideas for new summoner spells. I would rather see a Jungle or Support item that gives brief stealth (perhaps to 1 target or like Smoke of Deceit in DOTA); this would also be much easier to balance.
Whether or not Invisibility as a Summoner Spell is a good idea will depend highly on it's implementation. Is it an instant stealth or can it be delayed? Does the stealth break if you Flash or use certain abilities (Rengar can use Q in stealth without breaking it, Shaco can ult, etc)?
Personally, I don't think it is a good idea. There are more creative ideas for new summoner spells. I would rather see a Jungle or Support item that gives brief stealth (perhaps to 1 target or like Smoke of Deceit in DOTA); this would also be much easier to balance.
Name them
Active Subjugate - Take control of a minion, monster or summoned unit. Vampirism - Basic attacks and abilities heal you. Protect - Trade places with a nearby ally, redirecting damage targeted at them to you. Empower - Next basic attack or ability has double strength. Betrayal - All enemy minions focus attacks on your target. Stifle - Latch on to an enemy, slowing them. Disarm - Temporarily disable an enemy ability. Sacrifice - Give your life to revive a target ally or damage an enemy. Entrust - Combo with an ability to reduce an ally's cooldowns by the same amount. Berserk- Increase damage and damage taken. Stagger - Interrupt an enemy. Vengeance - If killed while active, cause damage to killer. Illusion - Take the form of target champion, breaks on basic attack or ability use. Defend - While active, take reduced damage but suffer from longer cooldowns. Charge - Next attack or ability ignores shields and defensive abilities. Juggernaut - Damage less than a certain amount is negated. Weaken - Channel, target takes increased damage while channeling.
Passive Strengthen - Gain increased stats per level. Seer - Gain permanent true sight, sense nearby enemy champions (visible to self-only). Warrior - Abilities gain additional scaling based on bonus AD. Mage - Abilities gain additional scaling based on AP. Guardian - Abilities gain additional scaling based on the AR or MR (higher value). Expert - Basic attack and ability range increased, ignore unit collision. Raider - Abilities can damage structures for reduced damage. Leadership Aura - Attacking and using abilities grant nearby allies brief stat increases.
Would still take Flash and Exhaust/Ignite. Make it 3 second and MAYBE it would be better than flash + exhaust combo, but I doubt it.